*Use react state instead of isaggressive. Allow civilian to fight back.
--HG-- branch : trunk
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+4
-3
@@ -428,8 +428,9 @@ class TRINITY_DLL_SPEC Creature : public Unit
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bool canWalk() const { return GetCreatureInfo()->InhabitType & INHABIT_GROUND; }
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bool canSwim() const { return GetCreatureInfo()->InhabitType & INHABIT_WATER; }
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bool canFly() const { return GetCreatureInfo()->InhabitType & INHABIT_AIR; }
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bool isAggressive() const { return m_isAggressive; }
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void SetAggressive(bool agg) { m_isAggressive = agg; }
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void SetReactState(ReactStates st) { m_reactState = st; }
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ReactStates GetReactState() { return m_reactState; }
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bool HasReactState(ReactStates state) const { return (m_reactState == state); }
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///// TODO RENAME THIS!!!!!
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bool isCanTrainingOf(Player* player, bool msg) const;
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bool isCanIneractWithBattleMaster(Player* player, bool msg) const;
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@@ -642,7 +643,7 @@ class TRINITY_DLL_SPEC Creature : public Unit
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uint8 m_emoteState;
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bool m_isPet; // set only in Pet::Pet
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bool m_isTotem; // set only in Totem::Totem
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bool m_isAggressive;
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ReactStates m_reactState; // for AI, not charmInfo
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void RegenerateMana();
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void RegenerateHealth();
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uint32 m_regenTimer;
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