*Use react state instead of isaggressive. Allow civilian to fight back.
--HG-- branch : trunk
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@@ -971,7 +971,7 @@ struct TRINITY_DLL_DECL Mob_EventAI : public ScriptedAI
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m_creature->setActive(param1 ? true : false);
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break;
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case ACTION_T_SET_AGGRESSIVE:
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m_creature->SetAggressive(param1 ? true : false);
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m_creature->SetReactState(param1);
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break;
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case ACTION_T_ATTACK_START_PULSE:
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AttackStart(m_creature->SelectNearestTarget((float)param1));
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@@ -840,10 +840,10 @@ struct TRINITY_DLL_DECL npc_steam_tonkAI : public ScriptedAI
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m_creature->InitCharmInfo(m_creature);
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m_creature->GetCharmInfo()->InitEmptyActionBar(false);
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m_creature->SetAggressive(false);
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m_creature->SetReactState(REACT_PASSIVE);
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}
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else
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m_creature->SetAggressive(true);
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m_creature->SetReactState(REACT_AGGRESSIVE);
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}
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};
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@@ -859,7 +859,7 @@ struct TRINITY_DLL_DECL npc_tonk_mineAI : public ScriptedAI
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{
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npc_tonk_mineAI(Creature *c) : ScriptedAI(c)
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{
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m_creature->SetAggressive(false);
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m_creature->SetReactState(REACT_PASSIVE);
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Reset();
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}
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