Core/Misc: Rename UNIT_FLAG_NOT_SELECTABLE to UNIT_FLAG_UNINTERACTIBLE
Port From (https://github.com/TrinityCore/TrinityCore/commit/c4906ce60be52c9a678287672a6461c3068beea3)
This commit is contained in:
@@ -73,7 +73,7 @@ namespace Framework.Constants
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Confused = 0x400000,
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Fleeing = 0x800000,
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Possessed = 0x1000000, // under direct client control by a player (possess or vehicle)
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NotSelectable = 0x2000000,
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Uninteractible = 0x2000000,
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Skinnable = 0x4000000,
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Mount = 0x8000000,
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Unk28 = 0x10000000,
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@@ -386,7 +386,7 @@ namespace Game.AI
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point.AddUnitFlag(UnitFlags.Stunned);
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point.SetImmuneToAll(true);
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if (!hasOutOfBoundsNeighbor)
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point.AddUnitFlag(UnitFlags.NotSelectable);
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point.AddUnitFlag(UnitFlags.Uninteractible);
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}
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Q.Remove(front);
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}
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@@ -516,7 +516,7 @@ namespace Game.BattleFields
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{
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creature.CombatStop();
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creature.SetReactState(ReactStates.Passive);
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creature.AddUnitFlag(UnitFlags.NonAttackable | UnitFlags.NotSelectable);
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creature.AddUnitFlag(UnitFlags.NonAttackable | UnitFlags.Uninteractible);
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creature.DisappearAndDie();
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creature.SetVisible(false);
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}
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@@ -524,7 +524,7 @@ namespace Game.BattleFields
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public void ShowNpc(Creature creature, bool aggressive)
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{
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creature.SetVisible(true);
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creature.RemoveUnitFlag(UnitFlags.NonAttackable | UnitFlags.NotSelectable);
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creature.RemoveUnitFlag(UnitFlags.NonAttackable | UnitFlags.Uninteractible);
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if (!creature.IsAlive())
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creature.Respawn(true);
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if (aggressive)
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@@ -688,9 +688,9 @@ namespace Game.BattleGrounds.Zones
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if (dem)
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{
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if (start)
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dem.AddUnitFlag(UnitFlags.NonAttackable | UnitFlags.NotSelectable);
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dem.AddUnitFlag(UnitFlags.NonAttackable | UnitFlags.Uninteractible);
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else
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dem.RemoveUnitFlag(UnitFlags.NonAttackable | UnitFlags.NotSelectable);
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dem.RemoveUnitFlag(UnitFlags.NonAttackable | UnitFlags.Uninteractible);
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}
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}
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}
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@@ -414,7 +414,7 @@ namespace Game.Entities
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// trigger creature is always not selectable and can not be attacked
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if (IsTrigger())
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AddUnitFlag(UnitFlags.NotSelectable);
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AddUnitFlag(UnitFlags.Uninteractible);
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InitializeReactState();
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@@ -2252,7 +2252,7 @@ namespace Game.Entities
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if (IsCivilian())
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return false;
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if (HasUnitFlag(UnitFlags.NonAttackable | UnitFlags.NotSelectable) || IsImmuneToNPC())
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if (HasUnitFlag(UnitFlags.NonAttackable | UnitFlags.Uninteractible) || IsImmuneToNPC())
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return false;
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// skip fighting creature
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@@ -2272,9 +2272,9 @@ namespace Game.Entities
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uint GetViewerDependentFlags(UnitData unitData, Unit unit, Player receiver)
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{
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uint flags = unitData.Flags;
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// Gamemasters should be always able to select units - remove not selectable flag
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// Update fields of triggers, transformed units or uninteractible units (values dependent on GM state)
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if (receiver.IsGameMaster())
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flags &= ~(uint)UnitFlags.NotSelectable;
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flags &= ~(uint)UnitFlags.Uninteractible;
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return flags;
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}
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@@ -2514,7 +2514,7 @@ namespace Game.Entities
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return false;
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// can't attack untargetable
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if ((bySpell == null || !bySpell.HasAttribute(SpellAttr6.CanTargetUntargetable)) && unitTarget != null && unitTarget.HasUnitFlag(UnitFlags.NotSelectable))
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if ((bySpell == null || !bySpell.HasAttribute(SpellAttr6.CanTargetUntargetable)) && unitTarget != null && unitTarget.HasUnitFlag(UnitFlags.Uninteractible))
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return false;
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Player playerAttacker = ToPlayer();
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@@ -2672,7 +2672,7 @@ namespace Game.Entities
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return false;
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// can't assist untargetable
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if ((bySpell == null || !bySpell.HasAttribute(SpellAttr6.CanTargetUntargetable)) && unitTarget && unitTarget.HasUnitFlag(UnitFlags.NotSelectable))
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if ((bySpell == null || !bySpell.HasAttribute(SpellAttr6.CanTargetUntargetable)) && unitTarget && unitTarget.HasUnitFlag(UnitFlags.Uninteractible))
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return false;
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// check flags for negative spells
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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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@@ -160,7 +160,7 @@ namespace Game.Entities
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if (!IsAlive())
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return false;
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if (HasUnitFlag(UnitFlags.NonAttackable | UnitFlags.NotSelectable))
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if (HasUnitFlag(UnitFlags.NonAttackable | UnitFlags.Uninteractible))
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return false;
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if (IsTypeId(TypeId.Player) && ToPlayer().IsGameMaster())
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@@ -374,8 +374,8 @@ namespace Game.Entities
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unit.SetDisableGravity(false);
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// Remove UNIT_FLAG_NOT_SELECTABLE if passenger did not have it before entering vehicle
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if (seat.Value.SeatInfo.HasFlag(VehicleSeatFlags.PassengerNotSelectable) && !seat.Value.Passenger.IsUnselectable)
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unit.RemoveUnitFlag(UnitFlags.NotSelectable);
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if (seat.Value.SeatInfo.HasFlag(VehicleSeatFlags.PassengerNotSelectable) && !seat.Value.Passenger.IsUninteractible)
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unit.RemoveUnitFlag(UnitFlags.Uninteractible);
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seat.Value.Passenger.Reset();
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@@ -644,7 +644,7 @@ namespace Game.Entities
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Passenger.SetVehicle(Target);
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Seat.Value.Passenger.Guid = Passenger.GetGUID();
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Seat.Value.Passenger.IsUnselectable = Passenger.HasUnitFlag(UnitFlags.NotSelectable);
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Seat.Value.Passenger.IsUninteractible = Passenger.HasUnitFlag(UnitFlags.Uninteractible);
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Seat.Value.Passenger.IsGravityDisabled = Passenger.HasUnitMovementFlag(MovementFlag.DisableGravity);
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if (Seat.Value.SeatInfo.CanEnterOrExit())
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{
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@@ -767,13 +767,13 @@ namespace Game.Entities
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public struct PassengerInfo
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{
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public ObjectGuid Guid;
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public bool IsUnselectable;
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public bool IsUninteractible;
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public bool IsGravityDisabled;
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public void Reset()
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{
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Guid = ObjectGuid.Empty;
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IsUnselectable = false;
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IsUninteractible = false;
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IsGravityDisabled = false;
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}
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}
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@@ -2167,7 +2167,7 @@ namespace Game.Maps
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public bool Invoke(Unit u)
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{
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// Check contains checks for: live, non-selectable, non-attackable flags, flight check and GM check, ignore totems
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// Check contains checks for: live, uninteractible, non-attackable flags, flight check and GM check, ignore totems
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if (u.IsTypeId(TypeId.Unit) && u.IsTotem())
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return false;
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@@ -101,7 +101,7 @@ namespace Scripts.World.EmeraldDragons
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public override void Reset()
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{
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base.Reset();
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me.RemoveUnitFlag(UnitFlags.NotSelectable | UnitFlags.NonAttackable);
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me.RemoveUnitFlag(UnitFlags.Uninteractible | UnitFlags.NonAttackable);
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me.SetReactState(ReactStates.Aggressive);
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DoCast(me, SpellIds.MarkOfNatureAura, new CastSpellExtraArgs(true));
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@@ -453,7 +453,7 @@ namespace Scripts.World.EmeraldDragons
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_shades += (byte)SpellIds.TaerarShadeSpells.Length;
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DoCast(SpellIds.Shade);
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me.AddUnitFlag(UnitFlags.NotSelectable | UnitFlags.NonAttackable);
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me.AddUnitFlag(UnitFlags.Uninteractible | UnitFlags.NonAttackable);
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me.SetReactState(ReactStates.Passive);
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++_stage;
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@@ -472,7 +472,7 @@ namespace Scripts.World.EmeraldDragons
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{
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_banished = false;
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me.RemoveUnitFlag(UnitFlags.NotSelectable | UnitFlags.NonAttackable);
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me.RemoveUnitFlag(UnitFlags.Uninteractible | UnitFlags.NonAttackable);
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me.RemoveAurasDueToSpell(SpellIds.Shade);
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me.SetReactState(ReactStates.Aggressive);
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}
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@@ -810,7 +810,7 @@ namespace Scripts.World.NpcSpecial
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public override void Reset()
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{
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Initialize();
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me.RemoveUnitFlag(UnitFlags.NotSelectable);
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me.RemoveUnitFlag(UnitFlags.Uninteractible);
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}
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public void BeginEvent(Player player)
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@@ -835,7 +835,7 @@ namespace Scripts.World.NpcSpecial
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}
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Event = true;
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me.AddUnitFlag(UnitFlags.NotSelectable);
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me.AddUnitFlag(UnitFlags.Uninteractible);
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}
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public void PatientDied(Position point)
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@@ -992,7 +992,7 @@ namespace Scripts.World.NpcSpecial
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Initialize();
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//no select
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me.RemoveUnitFlag(UnitFlags.NotSelectable);
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me.RemoveUnitFlag(UnitFlags.Uninteractible);
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//no regen health
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me.AddUnitFlag(UnitFlags.InCombat);
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@@ -1038,7 +1038,7 @@ namespace Scripts.World.NpcSpecial
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}
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//make not selectable
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me.AddUnitFlag(UnitFlags.NotSelectable);
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me.AddUnitFlag(UnitFlags.Uninteractible);
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//regen health
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me.RemoveUnitFlag(UnitFlags.InCombat);
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@@ -1075,7 +1075,7 @@ namespace Scripts.World.NpcSpecial
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if (me.IsAlive() && me.GetHealth() <= 6)
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{
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me.RemoveUnitFlag(UnitFlags.InCombat);
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me.AddUnitFlag(UnitFlags.NotSelectable);
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me.AddUnitFlag(UnitFlags.Uninteractible);
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me.SetDeathState(DeathState.JustDied);
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me.AddDynamicFlag(UnitDynFlags.Dead);
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