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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@@ -54,6 +54,9 @@ namespace Game.Entities
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internal float[] m_modAttackSpeedPct = new float[(int)WeaponAttackType.Max];
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protected uint[] m_attackTimer = new uint[(int)WeaponAttackType.Max];
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// Threat+combat management
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bool m_isEngaged;
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CombatManager m_combatManager;
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ThreatManager m_threatManager;
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