Core/Scripts: Make CreatureAI::DoZoneInCombat overload accepting a different creature static
Port From (https://github.com/TrinityCore/TrinityCore/commit/080bf4c5650d54694819f6aaf7a12f3cbc623ef4)
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@@ -55,11 +55,10 @@ namespace Game.AI
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base.OnCharmed(isNew);
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}
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public void DoZoneInCombat(Creature creature = null)
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{
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if (!creature)
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creature = me;
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public void DoZoneInCombat() { DoZoneInCombat(me); }
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public static void DoZoneInCombat(Creature creature)
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{
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Map map = creature.GetMap();
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if (!map.IsDungeon()) // use IsDungeon instead of Instanceable, in case Battlegrounds will be instantiated
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{
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@@ -771,7 +771,7 @@ namespace Game.AI
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Creature summon = ObjectAccessor.GetCreature(_me, id);
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if (summon && summon.IsAIEnabled() && (entry == 0 || summon.GetEntry() == entry))
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{
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summon.GetAI().DoZoneInCombat(null);
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summon.GetAI().DoZoneInCombat();
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}
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}
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}
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