*Fix the bug that event ai mobs sometimes chase victims even when polymorphed.
--HG-- branch : trunk
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@@ -1225,7 +1225,7 @@ struct TRINITY_DLL_DECL Mob_EventAI : public ScriptedAI
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void UpdateAI(const uint32 diff)
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{
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//Check if we are in combat (also updates calls threat update code)
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bool Combat = InCombat ? (m_creature->SelectHostilTarget() && m_creature->getVictim()) : false;
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bool Combat = InCombat ? m_creature->SelectHostilTarget() : false;
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//Must return if creature isn't alive. Normally select hostil target and get victim prevent this
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if (!m_creature->isAlive())
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@@ -1233,11 +1233,9 @@ struct TRINITY_DLL_DECL Mob_EventAI : public ScriptedAI
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if (IsFleeing)
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{
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if(TimetoFleeLeft < diff
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|| m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() != POINT_MOTION_TYPE
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&& m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() != FLEEING_MOTION_TYPE)
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if(TimetoFleeLeft < diff)
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{
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m_creature->GetMotionMaster()->Clear(false);
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m_creature->SetControlled(false, UNIT_STAT_FLEEING);
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m_creature->SetNoCallAssistance(false);
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m_creature->CallAssistance();
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if(m_creature->getVictim())
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