Entities/Unit: Properly unset engaged flag for creates that cannot have a threat list on combat exit.
Port From (https://github.com/TrinityCore/TrinityCore/commit/513b35ea2f7f679585e34a490685327c449e574b)
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@@ -284,7 +284,7 @@ namespace Game.Combat
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{
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{
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_owner.RemoveUnitFlag(UnitFlags.InCombat);
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_owner.RemoveUnitFlag(UnitFlags.InCombat);
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_owner.AtExitCombat();
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_owner.AtExitCombat();
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if (_owner.IsEngaged() && !(_owner.IsCreature() && _owner.ToCreature().IsAIEnabled()))
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if (_owner.IsEngaged() && !(_owner.IsCreature() && _owner.CanHaveThreatList() && _owner.ToCreature().IsAIEnabled()))
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_owner.AtDisengage();
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_owner.AtDisengage();
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}
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}
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