Core/Creature: Allow to skip Rate.Corpse.Decay.Looted when calling SetCorpseDelay()
Port From (https://github.com/TrinityCore/TrinityCore/commit/a4a3e2e75999230d0d2e38886eef4ce0271f4a1d)
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@@ -2178,7 +2178,7 @@ namespace Game.AI
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{
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foreach (var target in targets)
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if (IsCreature(target))
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target.ToCreature().SetCorpseDelay(e.Action.corpseDelay.timer);
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target.ToCreature().SetCorpseDelay(e.Action.corpseDelay.timer, e.Action.corpseDelay.includeDecayRatio == 0);
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break;
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}
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case SmartActions.SpawnSpawngroup:
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