Core/MovementGenerators: Don't remove evade state when clearing unit states.
Core/Spells: Don't start combat when the target is evading. Closes issue 1861 --HG-- branch : trunk
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@@ -54,7 +54,7 @@ HomeMovementGenerator<Creature>::_setTargetLocation(Creature & owner)
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uint32 travel_time = i_destinationHolder.SetDestination(traveller, x, y, z);
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uint32 travel_time = i_destinationHolder.SetDestination(traveller, x, y, z);
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modifyTravelTime(travel_time);
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modifyTravelTime(travel_time);
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owner.clearUnitState(UNIT_STAT_ALL_STATE);
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owner.clearUnitState(UNIT_STAT_ALL_STATE & ~UNIT_STAT_EVADE);
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}
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}
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bool
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bool
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@@ -1321,7 +1321,7 @@ void Spell::DoAllEffectOnTarget(TargetInfo *target)
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}
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}
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}
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}
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if (m_caster && !m_caster->IsFriendlyTo(unit) && !IsPositiveSpell(m_spellInfo->Id))
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if (missInfo != SPELL_MISS_EVADE && m_caster && !m_caster->IsFriendlyTo(unit) && !IsPositiveSpell(m_spellInfo->Id))
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{
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{
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m_caster->CombatStart(unit, !(m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_NO_INITIAL_AGGRO));
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m_caster->CombatStart(unit, !(m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_NO_INITIAL_AGGRO));
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