Core/Creatures: moved combat pulse into heartbeat handling and implemented CREATURE_STATIC_FLAG_2_FORCE_PARTY_MEMBERS_INTO_COMBAT
Port From (https://github.com/TrinityCore/TrinityCore/commit/11f32a2427caf7064947b03f3256e06d27fe6327)
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@@ -80,8 +80,6 @@ namespace Game.Entities
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bool m_ignoreCorpseDecayRatio;
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float m_wanderDistance;
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uint m_boundaryCheckTime; // (msecs) remaining time for next evade boundary check
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uint m_combatPulseTime; // (msecs) remaining time for next zone-in-combat pulse
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uint m_combatPulseDelay; // (secs) how often the creature puts the entire zone in combat (only works in dungeons)
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// vendor items
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List<VendorItemCount> m_vendorItemCounts = new();
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