Some missed stuff.
This commit is contained in:
@@ -336,7 +336,8 @@ namespace Game.AI
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if (point)
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{
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point.SetObjectScale(SharedConst.BoundaryVisualizeCreatureScale);
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point.AddUnitFlag(UnitFlags.ImmuneToPc | UnitFlags.Stunned | UnitFlags.ImmuneToNpc);
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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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}
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@@ -163,7 +163,7 @@ namespace Game.AI
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{
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me.GetMotionMaster().MoveTargetedHome();
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if (_hasImmuneToNPCFlags)
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me.AddUnitFlag(UnitFlags.ImmuneToNpc);
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me.SetImmuneToNPC(true);
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Reset();
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}
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}
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@@ -443,10 +443,10 @@ namespace Game.AI
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//disable npcflags
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me.SetNpcFlags(NPCFlags.None);
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me.SetNpcFlags2(NPCFlags2.None);
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if (me.HasUnitFlag(UnitFlags.ImmuneToNpc))
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if (me.IsImmuneToNPC())
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{
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_hasImmuneToNPCFlags = true;
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me.RemoveUnitFlag(UnitFlags.ImmuneToNpc);
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me.SetImmuneToNPC(false);
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}
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Log.outDebug(LogFilter.Scripts, $"EscortAI.Start: (script: {me.GetScriptName()}, creature entry: {me.GetEntry()}) started with {_path.nodes.Count} waypoints. ActiveAttacker = {_activeAttacker}, Run = {_running}, Player = {_playerGUID}");
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@@ -167,8 +167,8 @@ namespace Game.Combat
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if (!IsInCombatWith(refe.Key))
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{
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Unit target = refe.Value.GetOther(who);
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if ((_owner.HasUnitFlag(UnitFlags.ImmuneToPc) && target.HasUnitFlag(UnitFlags.PvpAttackable)) ||
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(_owner.HasUnitFlag(UnitFlags.ImmuneToNpc) && !target.HasUnitFlag(UnitFlags.PvpAttackable)))
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if ((_owner.IsImmuneToPC() && target.HasUnitFlag(UnitFlags.PvpAttackable)) ||
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(_owner.IsImmuneToNPC() && !target.HasUnitFlag(UnitFlags.PvpAttackable)))
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continue;
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SetInCombatWith(target);
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}
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@@ -178,8 +178,8 @@ namespace Game.Combat
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if (!IsInCombatWith(refe.Key))
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{
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Unit target = refe.Value.GetOther(who);
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if ((_owner.HasUnitFlag(UnitFlags.ImmuneToPc) && target.HasUnitFlag(UnitFlags.PvpAttackable)) ||
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(_owner.HasUnitFlag(UnitFlags.ImmuneToNpc) && !target.HasUnitFlag(UnitFlags.PvpAttackable)))
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if ((_owner.IsImmuneToPC() && target.HasUnitFlag(UnitFlags.PvpAttackable)) ||
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(_owner.IsImmuneToNPC() && !target.HasUnitFlag(UnitFlags.PvpAttackable)))
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continue;
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SetInCombatWith(target);
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}
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@@ -1718,9 +1718,7 @@ namespace Game.Entities
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return false;
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// This set of checks is should be done only for creatures
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if ((HasUnitFlag(UnitFlags.ImmuneToNpc) && !who.IsTypeId(TypeId.Player)) // flag is valid only for non player characters
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|| (HasUnitFlag(UnitFlags.ImmuneToPc) && who.IsTypeId(TypeId.Player)) // immune to PC and target is a player, return false
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|| (who.GetOwner() && who.GetOwner().IsTypeId(TypeId.Player) && HasUnitFlag(UnitFlags.ImmuneToPc))) // player pets are immune to pc as well
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if ((IsImmuneToNPC() && !who.HasUnitFlag(UnitFlags.PvpAttackable)) || (IsImmuneToPC() && who.HasUnitFlag(UnitFlags.PvpAttackable)))
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return false;
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// Do not attack non-combat pets
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@@ -2219,7 +2217,7 @@ 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 | UnitFlags.ImmuneToPc))
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if (HasUnitFlag(UnitFlags.NonAttackable | UnitFlags.NotSelectable) || IsImmuneToNPC())
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return false;
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// skip fighting creature
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@@ -3115,6 +3113,10 @@ namespace Game.Entities
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return (reactState == state);
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}
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public override void SetImmuneToAll(bool apply) { SetImmuneToAll(apply, HasReactState(ReactStates.Passive)); }
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public override void SetImmuneToPC(bool apply) { SetImmuneToPC(apply, HasReactState(ReactStates.Passive)); }
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public override void SetImmuneToNPC(bool apply) { SetImmuneToNPC(apply, HasReactState(ReactStates.Passive)); }
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public bool IsInEvadeMode() { return HasUnitState(UnitState.Evade); }
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public bool IsEvadingAttacks() { return IsInEvadeMode() || CanNotReachTarget(); }
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@@ -2074,7 +2074,7 @@ namespace Game.Entities
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return;
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// remove immunity flags, to allow spell to target anything
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trigger.RemoveUnitFlag(UnitFlags.ImmuneToNpc | UnitFlags.ImmuneToPc);
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trigger.SetImmuneToAll(false);
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PhasingHandler.InheritPhaseShift(trigger, this);
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@@ -1660,12 +1660,12 @@ namespace Game.Entities
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// check flags
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if (target.HasUnitFlag(UnitFlags.NonAttackable | UnitFlags.TaxiFlight | UnitFlags.NotAttackable1 | UnitFlags.Unk16)
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|| (!HasUnitFlag(UnitFlags.PvpAttackable) && target.HasUnitFlag(UnitFlags.ImmuneToNpc))
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|| (!target.HasUnitFlag(UnitFlags.PvpAttackable) && HasUnitFlag(UnitFlags.ImmuneToNpc)))
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|| (!HasUnitFlag(UnitFlags.PvpAttackable) && target.IsImmuneToNPC())
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|| (!target.HasUnitFlag(UnitFlags.PvpAttackable) && IsImmuneToNPC()))
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return false;
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if ((bySpell == null || !bySpell.HasAttribute(SpellAttr8.AttackIgnoreImmuneToPCFlag))
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&& (HasUnitFlag(UnitFlags.PvpAttackable) && target.HasUnitFlag(UnitFlags.ImmuneToPc))
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&& (HasUnitFlag(UnitFlags.PvpAttackable) && target.IsImmuneToPC())
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// check if this is a world trigger cast - GOs are using world triggers to cast their spells, so we need to ignore their immunity flag here, this is a temp workaround, needs removal when go cast is implemented properly
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&& GetEntry() != SharedConst.WorldTrigger)
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return false;
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@@ -1782,12 +1782,12 @@ namespace Game.Entities
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{
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if (HasUnitFlag(UnitFlags.PvpAttackable))
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{
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if (target.HasUnitFlag(UnitFlags.ImmuneToPc))
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if (target.IsImmuneToPC())
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return false;
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}
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else
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{
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if (target.HasUnitFlag(UnitFlags.ImmuneToNpc))
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if (target.IsImmuneToNPC())
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return false;
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}
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}
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@@ -3115,7 +3115,9 @@ namespace Game.Entities
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return gain;
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}
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void SetImmuneToAll(bool apply, bool keepCombat)
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public bool IsImmuneToAll() { return IsImmuneToPC() && IsImmuneToNPC(); }
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public void SetImmuneToAll(bool apply, bool keepCombat)
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{
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if (apply)
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{
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@@ -3133,7 +3135,11 @@ namespace Game.Entities
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}
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}
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void SetImmuneToPC(bool apply, bool keepCombat)
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public virtual void SetImmuneToAll(bool apply) { SetImmuneToAll(apply, false); }
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public bool IsImmuneToPC() { return HasUnitFlag(UnitFlags.ImmuneToPc); }
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public void SetImmuneToPC(bool apply, bool keepCombat)
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{
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if (apply)
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{
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@@ -3163,7 +3169,11 @@ namespace Game.Entities
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}
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}
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void SetImmuneToNPC(bool apply, bool keepCombat)
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public virtual void SetImmuneToPC(bool apply) { SetImmuneToPC(apply, false); }
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public bool IsImmuneToNPC() { return HasUnitFlag(UnitFlags.ImmuneToNpc); }
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public void SetImmuneToNPC(bool apply, bool keepCombat)
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{
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if (apply)
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{
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@@ -3193,6 +3203,8 @@ namespace Game.Entities
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}
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}
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public virtual void SetImmuneToNPC(bool apply) { SetImmuneToNPC(apply, false); }
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public virtual float GetBlockPercent(uint attackerLevel) { return 30.0f; }
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void UpdateReactives(uint p_time)
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@@ -1685,7 +1685,7 @@ namespace Game.Spells
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summon.SetNpcFlags((NPCFlags)((int)summon.GetCreatureTemplate().Npcflag & 0xFFFFFFFF));
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summon.SetNpcFlags2((NPCFlags2)((int)summon.GetCreatureTemplate().Npcflag >> 32));
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summon.AddUnitFlag(UnitFlags.ImmuneToPc | UnitFlags.ImmuneToNpc);
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summon.SetImmuneToAll(true);
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summon.GetAI().EnterEvadeMode();
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break;
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@@ -434,13 +434,13 @@ namespace Scripts.Spells.Quest
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void HandleEffectApply(AuraEffect aurEff, AuraEffectHandleModes mode)
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{
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Unit target = GetTarget();
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target.AddUnitFlag(UnitFlags.ImmuneToPc);
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target.SetImmuneToPC(true);
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target.AddUnitState(UnitState.Root);
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}
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void HandleEffectRemove(AuraEffect aurEff, AuraEffectHandleModes mode)
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{
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GetTarget().RemoveUnitFlag(UnitFlags.ImmuneToPc);
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GetTarget().SetImmuneToPC(false);
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}
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public override void Register()
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@@ -241,7 +241,7 @@ namespace Scripts.World.ItemScripts
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{
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summon.SetVisible(false);
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summon.SetReactState(ReactStates.Passive);
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summon.AddUnitFlag(UnitFlags.ImmuneToPc);
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summon.SetImmuneToPC(true);
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}
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return false;
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}
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