Core/Conditions: Added CONDITION_SCENARIO_STEP
Port From (https://github.com/TrinityCore/TrinityCore/commit/5002e5d3524eab201c6c219cd60a9f7d6188ed54)
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@@ -8537,9 +8537,18 @@ namespace Game.Spells
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{
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Unit unitCaster = spell.GetCaster().ToUnit();
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if (unitCaster != null)
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{
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unitCaster.AtTargetAttacked(unit, spell.m_spellInfo.HasInitialAggro());
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if (spell.m_spellInfo.HasAttribute(SpellAttr6.TapsImmediately))
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{
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Creature targetCreature = unit.ToCreature();
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if (targetCreature != null)
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if (!targetCreature.HasLootRecipient() && unitCaster.IsPlayer())
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targetCreature.SetLootRecipient(unitCaster);
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}
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}
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if (!spell.m_spellInfo.HasAttribute(SpellAttr3.DoNotTriggerTargetStand) && !unit.IsStandState())
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if (!spell.m_spellInfo.HasAttribute(SpellAttr3.DoNotTriggerTargetStand) && !unit.IsStandState())
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unit.SetStandState(UnitStandStateType.Stand);
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}
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