Core/Creatures: Implemented UNIT_FLAG_PASSIVE
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@@ -1425,6 +1425,9 @@ bool Creature::canStartAttack(Unit const* who, bool force) const
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if (isCivilian())
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return false;
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if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PASSIVE))
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return false;
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if (!canFly() && (GetDistanceZ(who) > CREATURE_Z_ATTACK_RANGE + m_CombatDistance))
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//|| who->IsControlledByPlayer() && who->IsFlying()))
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// we cannot check flying for other creatures, too much map/vmap calculation
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@@ -1923,6 +1926,9 @@ bool Creature::CanAssistTo(const Unit* u, const Unit* enemy, bool checkfaction /
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if (isCivilian())
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return false;
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if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_PASSIVE))
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return false;
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// skip fighting creature
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if (isInCombat())
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return false;
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@@ -2994,10 +2994,11 @@ void Player::InitStatsForLevel(bool reapplyMods)
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// cleanup unit flags (will be re-applied if need at aura load).
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RemoveFlag(UNIT_FIELD_FLAGS,
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UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 |
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UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_PASSIVE | UNIT_FLAG_LOOTING |
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UNIT_FLAG_PET_IN_COMBAT | UNIT_FLAG_SILENCED | UNIT_FLAG_PACIFIED |
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UNIT_FLAG_STUNNED | UNIT_FLAG_IN_COMBAT | UNIT_FLAG_DISARMED |
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UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_NOT_SELECTABLE |
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UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_TAXI_FLIGHT);
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UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_TAXI_FLIGHT );
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SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE); // must be set
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SetFlag(UNIT_FIELD_FLAGS_2,UNIT_FLAG2_REGENERATE_POWER);// must be set
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@@ -556,7 +556,7 @@ enum UnitFlags
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UNIT_FLAG_UNK_6 = 0x00000040,
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UNIT_FLAG_NOT_ATTACKABLE_1 = 0x00000080, // ?? (UNIT_FLAG_PVP_ATTACKABLE | UNIT_FLAG_NOT_ATTACKABLE_1) is NON_PVP_ATTACKABLE
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UNIT_FLAG_OOC_NOT_ATTACKABLE = 0x00000100, // 2.0.8 - (OOC Out Of Combat) Can not be attacked when not in combat. Removed if unit for some reason enter combat.
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UNIT_FLAG_UNK_9 = 0x00000200, // 3.0.3 - makes you unable to attack everything
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UNIT_FLAG_PASSIVE = 0x00000200, // makes you unable to attack everything. Almost identical to our "civilian"-term. Will ignore it's surroundings and not engage in combat unless "called upon" or engaged by another unit.
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UNIT_FLAG_LOOTING = 0x00000400, // loot animation
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UNIT_FLAG_PET_IN_COMBAT = 0x00000800, // in combat?, 2.0.8
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UNIT_FLAG_PVP = 0x00001000, // changed in 3.0.3
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+7
-7
@@ -413,7 +413,7 @@ public:
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if (Creature* pTemp = me->SummonCreature((uint32)RiftAndSpawnsLocations[i][0],RiftAndSpawnsLocations[timeRiftID][1],RiftAndSpawnsLocations[timeRiftID][2],RiftAndSpawnsLocations[timeRiftID][3],RiftAndSpawnsLocations[timeRiftID][4],TEMPSUMMON_TIMED_OR_DEAD_DESPAWN,900000))
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{
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guidVector[i-timeRiftID-1] = pTemp->GetGUID();
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pTemp->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_UNK_9);
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pTemp->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_PASSIVE);
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pTemp->SetReactState(REACT_PASSIVE);
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pTemp->GetMotionMaster()->MovePoint(0, RiftAndSpawnsLocations[i][1],RiftAndSpawnsLocations[i][2],RiftAndSpawnsLocations[i][3]);
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if ((uint32)RiftAndSpawnsLocations[i][0] == NPC_EPOCH)
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@@ -998,7 +998,7 @@ public:
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{
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pDisguised2->UpdateEntry(NPC_INFINITE_HUNTER, 0);
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//Make them unattackable
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pDisguised2->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_UNK_9);
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pDisguised2->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_PASSIVE);
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pDisguised2->SetReactState(REACT_PASSIVE);
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}
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JumpToNextStep(2000);
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@@ -1008,7 +1008,7 @@ public:
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{
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pDisguised1->UpdateEntry(NPC_INFINITE_AGENT, 0);
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//Make them unattackable
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pDisguised1->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_UNK_9);
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pDisguised1->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_PASSIVE);
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pDisguised1->SetReactState(REACT_PASSIVE);
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}
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JumpToNextStep(2000);
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@@ -1018,7 +1018,7 @@ public:
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{
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pDisguised0->UpdateEntry(NPC_INFINITE_ADVERSARY, 0);
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//Make them unattackable
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pDisguised0->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_UNK_9);
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pDisguised0->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_PASSIVE);
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pDisguised0->SetReactState(REACT_PASSIVE);
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}
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JumpToNextStep(2000);
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@@ -1032,7 +1032,7 @@ public:
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for (uint32 i = 0; i< ENCOUNTER_DRACONIAN_NUMBER; ++i)
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if (Creature* pTemp = Unit::GetCreature(*me, uiInfiniteDraconianGUID[i]))
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{
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pTemp->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_UNK_9);
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pTemp->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_PASSIVE);
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pTemp->SetReactState(REACT_AGGRESSIVE);
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}
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JumpToNextStep(5000);
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@@ -1090,7 +1090,7 @@ public:
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if (Creature* pEpoch = Unit::GetCreature(*me, uiEpochGUID))
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{
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//Make Epoch attackable
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pEpoch->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_UNK_9);
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pEpoch->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_PASSIVE);
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pEpoch->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
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pEpoch->SetReactState(REACT_AGGRESSIVE);
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}
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@@ -1145,7 +1145,7 @@ public:
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case 87:
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if (Creature* pMalganis = Unit::GetCreature(*me, uiMalganisGUID))
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{
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pMalganis->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_UNK_6 | UNIT_FLAG_UNK_9 | UNIT_FLAG_UNK_15);
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pMalganis->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_UNK_6 | UNIT_FLAG_PASSIVE | UNIT_FLAG_UNK_15);
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pMalganis->SetReactState(REACT_AGGRESSIVE);
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}
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JumpToNextStep(1000);
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@@ -81,14 +81,6 @@ public:
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coreEnergizeOrientation = 0.0f;
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}
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void AttackStart(Unit* attacker)
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{
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if (me->HasFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_UNK_9))
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return;
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BossAI::AttackStart(attacker);
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}
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void EnterCombat(Unit* /*who*/)
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{
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_EnterCombat();
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@@ -259,10 +251,10 @@ class spell_varos_centrifuge_shield : public SpellScriptLoader
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// flags taken from sniffs
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// UNIT_FLAG_UNK_9 -> means passive but it is not yet implemented in core
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if (GetCaster()->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_15|UNIT_FLAG_UNK_9|UNIT_FLAG_OOC_NOT_ATTACKABLE|UNIT_FLAG_UNK_6))
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if (GetCaster()->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_15|UNIT_FLAG_PASSIVE|UNIT_FLAG_OOC_NOT_ATTACKABLE|UNIT_FLAG_UNK_6))
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{
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GetCaster()->ToCreature()->SetReactState(REACT_PASSIVE);
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GetCaster()->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_15|UNIT_FLAG_UNK_9|UNIT_FLAG_OOC_NOT_ATTACKABLE|UNIT_FLAG_UNK_6);
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GetCaster()->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_15|UNIT_FLAG_PASSIVE|UNIT_FLAG_OOC_NOT_ATTACKABLE|UNIT_FLAG_UNK_6);
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}
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}
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@@ -272,7 +264,7 @@ class spell_varos_centrifuge_shield : public SpellScriptLoader
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return;
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GetCaster()->ToCreature()->SetReactState(REACT_AGGRESSIVE);
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GetCaster()->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_15|UNIT_FLAG_UNK_9|UNIT_FLAG_OOC_NOT_ATTACKABLE|UNIT_FLAG_UNK_6);
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GetCaster()->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_15|UNIT_FLAG_PASSIVE|UNIT_FLAG_OOC_NOT_ATTACKABLE|UNIT_FLAG_UNK_6);
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}
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void Register()
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