*Add m_isAggressive. Only aggressive creatures will call AttackStart and MoveInLineOfSight.
*Set melee dmg school for summoned creatures. *Fix some compiling errors. --HG-- branch : trunk
This commit is contained in:
@@ -122,7 +122,7 @@ Unit(), i_AI(NULL), i_AI_possessed(NULL),
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lootForPickPocketed(false), lootForBody(false), m_groupLootTimer(0), lootingGroupLeaderGUID(0),
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lootForPickPocketed(false), lootForBody(false), m_groupLootTimer(0), lootingGroupLeaderGUID(0),
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m_lootMoney(0), m_lootRecipient(0),
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m_lootMoney(0), m_lootRecipient(0),
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m_deathTimer(0), m_respawnTime(0), m_respawnDelay(25), m_corpseDelay(60), m_respawnradius(0.0f),
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m_deathTimer(0), m_respawnTime(0), m_respawnDelay(25), m_corpseDelay(60), m_respawnradius(0.0f),
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m_gossipOptionLoaded(false), m_emoteState(0), m_isPet(false), m_isTotem(false),
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m_gossipOptionLoaded(false), m_emoteState(0), m_isPet(false), m_isTotem(false), m_isAggressive(true),
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m_regenTimer(2000), m_defaultMovementType(IDLE_MOTION_TYPE), m_equipmentId(0),
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m_regenTimer(2000), m_defaultMovementType(IDLE_MOTION_TYPE), m_equipmentId(0),
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m_AlreadyCallAssistence(false), m_regenHealth(true), m_AI_locked(false), m_isDeadByDefault(false),
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m_AlreadyCallAssistence(false), m_regenHealth(true), m_AI_locked(false), m_isDeadByDefault(false),
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m_meleeDamageSchoolMask(SPELL_SCHOOL_MASK_NORMAL),m_creatureInfo(NULL), m_DBTableGuid(0)
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m_meleeDamageSchoolMask(SPELL_SCHOOL_MASK_NORMAL),m_creatureInfo(NULL), m_DBTableGuid(0)
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@@ -293,6 +293,7 @@ bool Creature::UpdateEntry(uint32 Entry, uint32 team, const CreatureData *data )
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SetUInt32Value(UNIT_FIELD_FLAGS,GetCreatureInfo()->unit_flags);
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SetUInt32Value(UNIT_FIELD_FLAGS,GetCreatureInfo()->unit_flags);
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SetUInt32Value(UNIT_DYNAMIC_FLAGS,GetCreatureInfo()->dynamicflags);
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SetUInt32Value(UNIT_DYNAMIC_FLAGS,GetCreatureInfo()->dynamicflags);
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SetMeleeDamageSchool(SpellSchools(GetCreatureInfo()->dmgschool));
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SetModifierValue(UNIT_MOD_ARMOR, BASE_VALUE, float(GetCreatureInfo()->armor));
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SetModifierValue(UNIT_MOD_ARMOR, BASE_VALUE, float(GetCreatureInfo()->armor));
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SetModifierValue(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(GetCreatureInfo()->resistance1));
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SetModifierValue(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(GetCreatureInfo()->resistance1));
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SetModifierValue(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(GetCreatureInfo()->resistance2));
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SetModifierValue(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(GetCreatureInfo()->resistance2));
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@@ -323,6 +324,12 @@ bool Creature::UpdateEntry(uint32 Entry, uint32 team, const CreatureData *data )
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if(GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_TRIGGER)
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if(GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_TRIGGER)
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SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
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SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
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if(isTotem() || isCivilian() || GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_TRIGGER
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|| GetCreatureType() == CREATURE_TYPE_CRITTER)
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m_isAggressive = false;
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else
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m_isAggressive = true;
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return true;
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return true;
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}
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}
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@@ -1410,8 +1417,6 @@ bool Creature::LoadFromDB(uint32 guid, Map *map)
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SetHealth(m_deathState == ALIVE ? curhealth : 0);
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SetHealth(m_deathState == ALIVE ? curhealth : 0);
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SetPower(POWER_MANA,data->curmana);
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SetPower(POWER_MANA,data->curmana);
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SetMeleeDamageSchool(SpellSchools(GetCreatureInfo()->dmgschool));
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// checked at creature_template loading
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// checked at creature_template loading
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m_defaultMovementType = MovementGeneratorType(data->movementType);
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m_defaultMovementType = MovementGeneratorType(data->movementType);
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@@ -426,6 +426,8 @@ class TRINITY_DLL_SPEC Creature : public Unit
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bool canWalk() const { return GetCreatureInfo()->InhabitType & INHABIT_GROUND; }
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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 canSwim() const { return GetCreatureInfo()->InhabitType & INHABIT_WATER; }
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bool canFly() const { return GetCreatureInfo()->InhabitType & INHABIT_AIR; }
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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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///// TODO RENAME THIS!!!!!
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///// TODO RENAME THIS!!!!!
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bool isCanTrainingOf(Player* player, bool msg) const;
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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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bool isCanIneractWithBattleMaster(Player* player, bool msg) const;
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@@ -636,6 +638,7 @@ class TRINITY_DLL_SPEC Creature : public Unit
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uint8 m_emoteState;
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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_isPet; // set only in Pet::Pet
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bool m_isTotem; // set only in Totem::Totem
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bool m_isTotem; // set only in Totem::Totem
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bool m_isAggressive;
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void RegenerateMana();
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void RegenerateMana();
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void RegenerateHealth();
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void RegenerateHealth();
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uint32 m_regenTimer;
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uint32 m_regenTimer;
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@@ -72,7 +72,7 @@ inline void PlayerCreatureRelocationWorker(Player* pl, Creature* c)
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pl->UpdateVisibilityOf(c);
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pl->UpdateVisibilityOf(c);
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// Creature AI reaction
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// Creature AI reaction
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if(!c->hasUnitState(UNIT_STAT_CHASE | UNIT_STAT_SEARCHING | UNIT_STAT_FLEEING))
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if(c->isAggressive() && !c->hasUnitState(UNIT_STAT_CHASE | UNIT_STAT_SEARCHING | UNIT_STAT_FLEEING))
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{
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{
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if( c->AI() && c->IsWithinSightDist(pl) /*c->AI()->IsVisible(pl)*/ && !c->IsInEvadeMode() )
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if( c->AI() && c->IsWithinSightDist(pl) /*c->AI()->IsVisible(pl)*/ && !c->IsInEvadeMode() )
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c->AI()->MoveInLineOfSight(pl);
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c->AI()->MoveInLineOfSight(pl);
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@@ -81,13 +81,13 @@ inline void PlayerCreatureRelocationWorker(Player* pl, Creature* c)
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inline void CreatureCreatureRelocationWorker(Creature* c1, Creature* c2)
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inline void CreatureCreatureRelocationWorker(Creature* c1, Creature* c2)
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{
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{
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if(!c1->hasUnitState(UNIT_STAT_CHASE | UNIT_STAT_SEARCHING | UNIT_STAT_FLEEING))
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if(c1->isAggressive() && !c1->hasUnitState(UNIT_STAT_CHASE | UNIT_STAT_SEARCHING | UNIT_STAT_FLEEING))
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{
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{
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if( c1->AI() && c1->IsWithinSightDist(c2) /*c1->AI()->IsVisible(c2)*/ && !c1->IsInEvadeMode() )
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if( c1->AI() && c1->IsWithinSightDist(c2) /*c1->AI()->IsVisible(c2)*/ && !c1->IsInEvadeMode() )
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c1->AI()->MoveInLineOfSight(c2);
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c1->AI()->MoveInLineOfSight(c2);
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}
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}
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if(!c2->hasUnitState(UNIT_STAT_CHASE | UNIT_STAT_SEARCHING | UNIT_STAT_FLEEING))
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if(c2->isAggressive() && !c2->hasUnitState(UNIT_STAT_CHASE | UNIT_STAT_SEARCHING | UNIT_STAT_FLEEING))
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{
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{
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if( c2->AI() && c1->IsWithinSightDist(c2) /*c2->AI()->IsVisible(c1)*/ && !c2->IsInEvadeMode() )
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if( c2->AI() && c1->IsWithinSightDist(c2) /*c2->AI()->IsVisible(c1)*/ && !c2->IsInEvadeMode() )
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c2->AI()->MoveInLineOfSight(c1);
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c2->AI()->MoveInLineOfSight(c1);
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+3
-2
@@ -1466,7 +1466,8 @@ bool Pet::addSpell(uint16 spell_id, uint16 active, PetSpellState state, uint16 s
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}
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}
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// same spells don't have autocast option
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// same spells don't have autocast option
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if (spellInfo->AttributesEx & SPELL_ATTR_EX_UNAUTOCASTABLE_BY_PET) active = ACT_CAST;
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if (spellInfo->AttributesEx & SPELL_ATTR_EX_UNAUTOCASTABLE_BY_PET)
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active = ACT_CAST;
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PetSpellMap::iterator itr = m_spells.find(spell_id);
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PetSpellMap::iterator itr = m_spells.find(spell_id);
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if (itr != m_spells.end())
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if (itr != m_spells.end())
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@@ -1542,7 +1543,7 @@ bool Pet::addSpell(uint16 spell_id, uint16 active, PetSpellState state, uint16 s
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if (IsPassiveSpell(spell_id))
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if (IsPassiveSpell(spell_id))
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CastSpell(this, spell_id, true);
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CastSpell(this, spell_id, true);
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else if(state == PETSPELL_NEW)
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else if(state == PETSPELL_NEW)
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m_charmInfo->AddSpellToAB(oldspell_id, spell_id, active);
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m_charmInfo->AddSpellToAB(oldspell_id, spell_id, (ActiveStates)active);
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if(newspell->active == ACT_ENABLED)
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if(newspell->active == ACT_ENABLED)
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ToggleAutocast(spell_id, true);
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ToggleAutocast(spell_id, true);
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@@ -1072,7 +1072,7 @@ bool SpellMgr::IsNoStackSpellDueToSpell(uint32 spellId_1, uint32 spellId_2, bool
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// if both elixirs are not battle/guardian/potions/flasks then always stack
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// if both elixirs are not battle/guardian/potions/flasks then always stack
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else if(spellInfo_1->SpellFamilyName == SPELLFAMILY_POTION)
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else if(spellInfo_1->SpellFamilyName == SPELLFAMILY_POTION)
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{
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{
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if(spellId_spec_1 || spellId_spec_2))
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if(spellId_spec_1 || spellId_spec_2)
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return false;
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return false;
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}
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}
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@@ -97,6 +97,9 @@ void Totem::Summon(Unit* owner)
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case TOTEM_STATUE: CastSpell(GetOwner(), GetSpell(), true); break;
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case TOTEM_STATUE: CastSpell(GetOwner(), GetSpell(), true); break;
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default: break;
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default: break;
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}
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}
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if(GetEntry() == SENTRY_TOTEM_ENTRY)
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SetAggressive(true);
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}
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}
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void Totem::UnSummon()
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void Totem::UnSummon()
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+2
-1
@@ -8491,7 +8491,8 @@ void Unit::CombatStart(Unit* target)
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if(!target->IsStandState() && !target->hasUnitState(UNIT_STAT_STUNNED))
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if(!target->IsStandState() && !target->hasUnitState(UNIT_STAT_STUNNED))
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target->SetStandState(PLAYER_STATE_NONE);
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target->SetStandState(PLAYER_STATE_NONE);
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if(!target->isInCombat() && target->GetTypeId() != TYPEID_PLAYER && ((Creature*)target)->AI())
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if(!target->isInCombat() && target->GetTypeId() != TYPEID_PLAYER
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&& ((Creature*)target)->isAggressive() && ((Creature*)target)->AI())
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((Creature*)target)->AI()->AttackStart(this);
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((Creature*)target)->AI()->AttackStart(this);
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SetInCombatWith(target);
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SetInCombatWith(target);
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