Core/Misc: Rename UNIT_FLAG_NOT_SELECTABLE to UNIT_FLAG_UNINTERACTIBLE
Port From (https://github.com/TrinityCore/TrinityCore/commit/c4906ce60be52c9a678287672a6461c3068beea3)
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@@ -3588,7 +3588,7 @@ namespace Game.Entities
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{
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Creature creature = GetMap().GetCreature(guid);
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// Update fields of triggers, transformed units or unselectable units (values dependent on GM state)
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if (creature == null || (!creature.IsTrigger() && !creature.HasAuraType(AuraType.Transform) && !creature.HasUnitFlag(UnitFlags.NotSelectable)))
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if (creature == null || (!creature.IsTrigger() && !creature.HasAuraType(AuraType.Transform) && !creature.HasUnitFlag(UnitFlags.Uninteractible)))
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continue;
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creature.m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.DisplayID);
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@@ -5980,7 +5980,7 @@ namespace Game.Entities
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UnitFlags.ImmuneToPc | UnitFlags.ImmuneToNpc | UnitFlags.Looting |
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UnitFlags.PetInCombat | UnitFlags.Silenced | UnitFlags.Pacified |
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UnitFlags.Stunned | UnitFlags.InCombat | UnitFlags.Disarmed |
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UnitFlags.Confused | UnitFlags.Fleeing | UnitFlags.NotSelectable |
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UnitFlags.Confused | UnitFlags.Fleeing | UnitFlags.Uninteractible |
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UnitFlags.Skinnable | UnitFlags.Mount | UnitFlags.TaxiFlight);
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AddUnitFlag(UnitFlags.PlayerControlled); // must be set
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