Ensure that all actions are compared to fixed point in time (ie. world update start)
Port From (https://github.com/TrinityCore/TrinityCore/commit/60663d1374beef3103f4787152654034fa4a8897)
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@@ -2082,7 +2082,7 @@ namespace Game.Entities
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return true;
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// don't check distance to home position if recently damaged, this should include taunt auras
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if (!isWorldBoss() && (GetLastDamagedTime() > Global.WorldMgr.GetGameTime() || HasAuraType(AuraType.ModTaunt)))
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if (!isWorldBoss() && (GetLastDamagedTime() > GameTime.GetGameTime() || HasAuraType(AuraType.ModTaunt)))
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return true;
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}
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@@ -2824,7 +2824,7 @@ namespace Game.Entities
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ClearUnitState(UnitState.CannotTurn);
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_focusSpell = null;
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_focusDelay = (!IsPet() && withDelay) ? Time.GetMSTime() : 0; // don't allow re-target right away to prevent visual bugs
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_focusDelay = (!IsPet() && withDelay) ? GameTime.GetGameTimeMS() : 0; // don't allow re-target right away to prevent visual bugs
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}
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public void MustReacquireTarget() { m_shouldReacquireTarget = true; } // flags the Creature for forced (client displayed) target reacquisition in the next Update call
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