*Creature::_IsTargetAcceptable rewrite, should hopefully fix the bugs ogeraisi reported.
*Creature health regen patch, written and tested by Gyullo. --HG-- branch : trunk
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@@ -488,7 +488,7 @@ inline void CreatureAI::SetGazeOn(Unit *target)
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if(me->canAttack(target))
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{
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AttackStart(target);
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me->SetReactState(REACT_AGGRESSIVE);
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me->SetReactState(REACT_PASSIVE);
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}
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}
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@@ -524,7 +524,6 @@ inline bool CreatureAI::UpdateCombatState()
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else if(me->getThreatManager().isThreatListEmpty())
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{
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EnterEvadeMode();
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me->SetReactState(REACT_PASSIVE);
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return false;
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}
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@@ -545,7 +544,6 @@ inline bool CreatureAI::UpdateVictim()
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else if(me->getThreatManager().isThreatListEmpty())
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{
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EnterEvadeMode();
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me->SetReactState(REACT_PASSIVE);
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return false;
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}
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@@ -569,17 +567,15 @@ inline bool CreatureAI::_EnterEvadeMode()
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return false;
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// sometimes bosses stuck in combat?
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me->RemoveAllAuras();
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me->DeleteThreatList();
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me->CombatStop(true);
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me->ResetPlayerDamageReq();
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if(me->IsInEvadeMode())
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return false;
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me->RemoveAllAuras();
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me->LoadCreaturesAddon();
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me->SetLootRecipient(NULL);
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me->SetReactState(REACT_AGGRESSIVE);
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me->ResetPlayerDamageReq();
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if(me->IsInEvadeMode())
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return false;
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return true;
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}
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