Core/Creature: Ignore combat reach when looking for assisting creatures
Port From (https://github.com/TrinityCore/TrinityCore/commit/df94ce0f6853e62b9eb591cba38fa36917314c6d)
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@@ -924,7 +924,8 @@ namespace Game.Maps
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return;
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return;
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// too far
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// too far
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if (!u.IsWithinDistInMap(i_funit, i_range))
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// Don't use combat reach distance, range must be an absolute value, otherwise the chain aggro range will be too big
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if (!u.IsWithinDistInMap(i_funit, i_range, true, false, false))
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return;
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return;
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// only if see assisted creature's enemy
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// only if see assisted creature's enemy
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@@ -2321,7 +2322,8 @@ namespace Game.Maps
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return false;
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return false;
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// too far
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// too far
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if (!i_funit.IsWithinDistInMap(u, i_range))
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// Don't use combat reach distance, range must be an absolute value, otherwise the chain aggro range will be too big
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if (!i_funit.IsWithinDistInMap(u, i_range, true, false, false))
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return false;
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return false;
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// only if see assisted creature
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// only if see assisted creature
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@@ -2349,10 +2351,12 @@ namespace Game.Maps
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{
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{
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if (u == i_obj)
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if (u == i_obj)
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return false;
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return false;
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if (!u.CanAssistTo(i_obj, i_enemy))
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if (!u.CanAssistTo(i_obj, i_enemy))
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return false;
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return false;
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if (!i_obj.IsWithinDistInMap(u, i_range))
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// Don't use combat reach distance, range must be an absolute value, otherwise the chain aggro range will be too big
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if (!i_obj.IsWithinDistInMap(u, i_range, true, false, false))
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return false;
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return false;
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if (!i_obj.IsWithinLOSInMap(u))
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if (!i_obj.IsWithinLOSInMap(u))
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