Core/Unit: Renamed addUnitState/hasUnitState/clearUnitState to AddUnitState/HasUnitState/ClearUnitState
Core/Vehicles: Allow the vehicle to always damage the passenger (removed unneded dbc hacks from scripts) --HG-- branch : trunk
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@@ -116,7 +116,7 @@ inline void CreatureUnitRelocationWorker(Creature* c, Unit* u)
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if (!u->isAlive() || !c->isAlive() || c == u || u->isInFlight())
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return;
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if (c->HasReactState(REACT_AGGRESSIVE) && !c->hasUnitState(UNIT_STAT_SIGHTLESS))
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if (c->HasReactState(REACT_AGGRESSIVE) && !c->HasUnitState(UNIT_STAT_SIGHTLESS))
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if (c->IsAIEnabled && c->canSeeOrDetect(u, false, true))
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c->AI()->MoveInLineOfSight_Safe(u);
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}
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@@ -735,7 +735,7 @@ namespace Trinity
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bool operator()(Unit* u)
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{
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if (u->isAlive() && u->isInCombat() && !i_obj->IsHostileTo(u) && i_obj->IsWithinDistInMap(u, i_range) &&
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(u->isFeared() || u->isCharmed() || u->isFrozen() || u->hasUnitState(UNIT_STAT_STUNNED) || u->hasUnitState(UNIT_STAT_CONFUSED)))
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(u->isFeared() || u->isCharmed() || u->isFrozen() || u->HasUnitState(UNIT_STAT_STUNNED) || u->HasUnitState(UNIT_STAT_CONFUSED)))
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{
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return true;
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}
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@@ -94,11 +94,11 @@ class ObjectWorldLoader
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uint32 i_corpses;
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};
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template<class T> void addUnitState(T* /*obj*/, CellPair const& /*cell_pair*/)
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template<class T> void AddUnitState(T* /*obj*/, CellPair const& /*cell_pair*/)
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{
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}
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template<> void addUnitState(Creature *obj, CellPair const& cell_pair)
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template<> void AddUnitState(Creature *obj, CellPair const& cell_pair)
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{
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Cell cell(cell_pair);
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@@ -109,7 +109,7 @@ template <class T>
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void AddObjectHelper(CellPair &cell, GridRefManager<T> &m, uint32 &count, Map* map, T *obj)
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{
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obj->GetGridRef().link(&m, obj);
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addUnitState(obj,cell);
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AddUnitState(obj,cell);
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obj->AddToWorld();
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if (obj->isActiveObject())
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map->AddToActive(obj);
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