Core/Entities: Kick engagement logic upstairs to Unit (from ThreatManager), since all Units with AI need it (not just those with threat list).
Port From (https://github.com/TrinityCore/TrinityCore/commit/35e55f10899712435102764671241b94a2026599)
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@@ -277,11 +277,15 @@ namespace Game.Combat
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{
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_owner.AddUnitFlag(UnitFlags.InCombat);
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_owner.AtEnterCombat();
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if (!_owner.CanHaveThreatList() && !_owner.IsEngaged())
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_owner.AtEngage(GetAnyTarget());
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}
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else
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{
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_owner.RemoveUnitFlag(UnitFlags.InCombat);
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_owner.AtExitCombat();
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if (_owner.IsEngaged() && !(_owner.IsCreature() && _owner.ToCreature().IsAIEnabled()))
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_owner.AtDisengage();
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}
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Unit master = _owner.GetCharmerOrOwner();
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