Core/Entities: Fixed an issue where creatures would not properly assist formation members in certain scenarios.
Port From (https://github.com/TrinityCore/TrinityCore/commit/00b9c23e28dc19a3a9f45d1d5b86d203f55b2a7e)
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@@ -306,6 +306,10 @@ namespace Game.Combat
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CreatureAI ownerAI = cOwner.GetAI();
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CreatureAI ownerAI = cOwner.GetAI();
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if (ownerAI != null)
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if (ownerAI != null)
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ownerAI.JustEngagedWith(target);
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ownerAI.JustEngagedWith(target);
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CreatureGroup formation = cOwner.GetFormation();
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if (formation != null)
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formation.MemberEngagingTarget(cOwner, target);
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}
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}
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}
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}
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@@ -108,14 +108,6 @@ namespace Game.Entities
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m_threatManager.AddThreat(enemy, 0.0f, null, true, true);
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m_threatManager.AddThreat(enemy, 0.0f, null, true, true);
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else
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else
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SetInCombatWith(enemy);
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SetInCombatWith(enemy);
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Creature creature = ToCreature();
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if (creature != null)
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{
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CreatureGroup formation = creature.GetFormation();
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if (formation != null)
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formation.MemberEngagingTarget(creature, enemy);
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}
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}
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}
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public void ClearInCombat() { m_combatManager.EndAllCombat(); }
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public void ClearInCombat() { m_combatManager.EndAllCombat(); }
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