Core/Misc: Rename UNIT_STAT_* enums to UNIT_STATE_*
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@@ -1589,7 +1589,7 @@ void Player::Update(uint32 p_time)
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GetAchievementMgr().UpdateTimedAchievements(p_time);
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if (HasUnitState(UNIT_STAT_MELEE_ATTACKING) && !HasUnitState(UNIT_STAT_CASTING))
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if (HasUnitState(UNIT_STATE_MELEE_ATTACKING) && !HasUnitState(UNIT_STATE_CASTING))
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{
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if (Unit* pVictim = getVictim())
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{
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@@ -11385,7 +11385,7 @@ InventoryResult Player::CanEquipItem(uint8 slot, uint16 &dest, Item* pItem, bool
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{
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// May be here should be more stronger checks; STUNNED checked
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// ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
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if (HasUnitState(UNIT_STAT_STUNNED))
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if (HasUnitState(UNIT_STATE_STUNNED))
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return EQUIP_ERR_YOU_ARE_STUNNED;
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// do not allow equipping gear except weapons, offhands, projectiles, relics in
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@@ -20265,7 +20265,7 @@ bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc
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return false;
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// not let cheating with start flight in time of logout process || while in combat || has type state: stunned || has type state: root
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if (GetSession()->isLogingOut() || isInCombat() || HasUnitState(UNIT_STAT_STUNNED) || HasUnitState(UNIT_STAT_ROOT))
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if (GetSession()->isLogingOut() || isInCombat() || HasUnitState(UNIT_STATE_STUNNED) || HasUnitState(UNIT_STATE_ROOT))
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{
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WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
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data << uint32(ERR_TAXIPLAYERBUSY);
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@@ -21560,7 +21560,7 @@ void Player::SendInitialVisiblePackets(Unit* target)
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SendAurasForTarget(target);
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if (target->isAlive())
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{
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if (target->HasUnitState(UNIT_STAT_MELEE_ATTACKING) && target->getVictim())
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if (target->HasUnitState(UNIT_STATE_MELEE_ATTACKING) && target->getVictim())
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target->SendMeleeAttackStart(target->getVictim());
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}
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}
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