Core/Creature: rename CREATURE_FLAG_EXTRA_IGNORE_COMBAT into CREATURE_FLAG_EXTRA_CANNOT_ENTER_COMBAT
Port From (https://github.com/TrinityCore/TrinityCore/commit/53d19b09f4de7c092747663ae7e1a01c0df553bf)
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@@ -226,7 +226,7 @@ namespace Framework.Constants
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GhostVisibility = 0x400, // creature will only be visible to dead players
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GhostVisibility = 0x400, // creature will only be visible to dead players
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UseOffhandAttack = 0x800, // creature will use offhand attacks
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UseOffhandAttack = 0x800, // creature will use offhand attacks
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NoSellVendor = 0x1000, // players can't sell items to this vendor
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NoSellVendor = 0x1000, // players can't sell items to this vendor
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IgnoreCombat = 0x2000, // creature is not allowed to enter combat
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CannotEnterCombat = 0x2000, // creature is not allowed to enter combat
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Worldevent = 0x4000, // Custom Flag For World Event Creatures (Left Room For Merging)
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Worldevent = 0x4000, // Custom Flag For World Event Creatures (Left Room For Merging)
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Guard = 0x8000, // Creature Is Guard
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Guard = 0x8000, // Creature Is Guard
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IgnoreFeighDeath = 0x10000, // creature ignores feign death
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IgnoreFeighDeath = 0x10000, // creature ignores feign death
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@@ -57,8 +57,8 @@ namespace Game.Combat
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return false;
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return false;
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if (a.HasUnitState(UnitState.InFlight) || b.HasUnitState(UnitState.InFlight))
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if (a.HasUnitState(UnitState.InFlight) || b.HasUnitState(UnitState.InFlight))
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return false;
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return false;
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// ... both units must not be ignoring combat
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// ... both units must be allowed to enter combat
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if (a.IsIgnoringCombat() || b.IsIgnoringCombat())
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if (a.IsCombatDisallowed() || b.IsCombatDisallowed())
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return false;
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return false;
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if (a.IsFriendlyTo(b) || b.IsFriendlyTo(a))
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if (a.IsFriendlyTo(b) || b.IsFriendlyTo(a))
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return false;
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return false;
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@@ -424,7 +424,7 @@ namespace Game.Entities
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ApplySpellImmune(0, SpellImmunity.Effect, SpellEffectName.AttackMe, true);
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ApplySpellImmune(0, SpellImmunity.Effect, SpellEffectName.AttackMe, true);
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}
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}
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SetIgnoringCombat(cInfo.FlagsExtra.HasFlag(CreatureFlagsExtra.IgnoreCombat));
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SetIsCombatDisallowed(cInfo.FlagsExtra.HasFlag(CreatureFlagsExtra.CannotEnterCombat));
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LoadTemplateRoot();
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LoadTemplateRoot();
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InitializeMovementFlags();
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InitializeMovementFlags();
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@@ -1530,13 +1530,13 @@ namespace Game.Entities
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}
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}
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/// <summary>
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/// <summary>
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/// returns if the unit is ignoring any combat interaction
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/// returns if the unit can't enter combat
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/// </summary>
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/// </summary>
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public bool IsIgnoringCombat() { return _isIgnoringCombat; }
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public bool IsCombatDisallowed() { return _isCombatDisallowed; }
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/// <summary>
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/// <summary>
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/// enables/disables combat interaction of this unit.
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/// enables / disables combat interaction of this unit
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/// </summary>
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/// </summary>
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public void SetIgnoringCombat(bool apply) { _isIgnoringCombat = apply; }
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public void SetIsCombatDisallowed(bool apply) { _isCombatDisallowed = apply; }
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}
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}
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}
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}
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@@ -55,7 +55,7 @@ namespace Game.Entities
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uint[] m_baseAttackSpeed = new uint[(int)WeaponAttackType.Max];
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uint[] m_baseAttackSpeed = new uint[(int)WeaponAttackType.Max];
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internal float[] m_modAttackSpeedPct = new float[(int)WeaponAttackType.Max];
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internal float[] m_modAttackSpeedPct = new float[(int)WeaponAttackType.Max];
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protected uint[] m_attackTimer = new uint[(int)WeaponAttackType.Max];
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protected uint[] m_attackTimer = new uint[(int)WeaponAttackType.Max];
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bool _isIgnoringCombat;
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bool _isCombatDisallowed;
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// Threat+combat management
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// Threat+combat management
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CombatManager m_combatManager;
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CombatManager m_combatManager;
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