Core: Combat/threat system rewrite
Port From (https://github.com/TrinityCore/TrinityCore/commit/34c7810fe507eca1b8b9389630db5d5d26d92e77)
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@@ -56,8 +56,6 @@ namespace Game.AI
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me.GetMotionMaster().Clear();
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me.GetMotionMaster().MoveIdle();
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me.CombatStop();
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me.GetHostileRefManager().DeleteReferences();
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return;
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}
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@@ -454,9 +452,9 @@ namespace Game.AI
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}
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}
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me.ClearInPetCombat();
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me.RemoveUnitFlag(UnitFlags.PetInCombat); // on player pets, this flag indicates that we're actively going after a target - we're returning, so remove it
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}
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void DoAttack(Unit target, bool chase)
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{
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// Handles attack with or without chase and also resets flags
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@@ -464,12 +462,7 @@ namespace Game.AI
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if (me.Attack(target, true))
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{
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// properly fix fake combat after pet is sent to attack
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Unit owner = me.GetOwner();
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if (owner != null)
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owner.AddUnitFlag(UnitFlags.PetInCombat);
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me.AddUnitFlag(UnitFlags.PetInCombat);
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me.AddUnitFlag(UnitFlags.PetInCombat); // on player pets, this flag indicates we're actively going after a target - that's what we're doing, so set it
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// Play sound to let the player know the pet is attacking something it picked on its own
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if (me.HasReactState(ReactStates.Aggressive) && !me.GetCharmInfo().IsCommandAttack())
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