Core/Creatures: Remove stand state when a creature attacks or dies
Port From (https://github.com/TrinityCore/TrinityCore/commit/c05466fa0c2dc9b07528ed967d77bf0313fdafff)
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@@ -354,8 +354,9 @@ namespace Game.Entities
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creature.SendAIReaction(AiReaction.Hostile);
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creature.SendAIReaction(AiReaction.Hostile);
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creature.CallAssistance();
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creature.CallAssistance();
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// Remove emote state - will be restored on creature reset
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// Remove emote and stand state - will be restored on creature reset
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SetEmoteState(Emote.OneshotNone);
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SetEmoteState(Emote.OneshotNone);
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SetStandState(UnitStandStateType.Stand);
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}
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}
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// delay offhand weapon attack by 50% of the base attack time
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// delay offhand weapon attack by 50% of the base attack time
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@@ -1551,6 +1551,7 @@ namespace Game.Entities
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SetHealth(0);
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SetHealth(0);
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SetPower(GetPowerType(), 0);
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SetPower(GetPowerType(), 0);
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SetEmoteState(Emote.OneshotNone);
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SetEmoteState(Emote.OneshotNone);
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SetStandState(UnitStandStateType.Stand);
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// players in instance don't have ZoneScript, but they have InstanceScript
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// players in instance don't have ZoneScript, but they have InstanceScript
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ZoneScript zoneScript = GetZoneScript() != null ? GetZoneScript() : GetInstanceScript();
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ZoneScript zoneScript = GetZoneScript() != null ? GetZoneScript() : GetInstanceScript();
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