DB/Creature:
- Nuke the hacky column DeathState. - Removed some hacks from Kologarn script, including some cleanup. - Removed set deathstate command. BIG thanks to Malcrom for replacing all creatures that had deathstate with proper dynamicflags/auras.
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@@ -254,7 +254,6 @@ struct CreatureData
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uint32 currentwaypoint;
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uint32 curhealth;
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uint32 curmana;
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bool is_dead;
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uint8 movementType;
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uint8 spawnMask;
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uint32 npcflag;
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@@ -603,7 +602,6 @@ class Creature : public Unit, public GridObject<Creature>
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void SetCurrentCell(Cell const& cell) { m_currentCell = cell; }
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void RemoveCorpse(bool setSpawnTime = true);
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bool isDeadByDefault() const { return m_isDeadByDefault; };
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void ForcedDespawn(uint32 timeMSToDespawn = 0);
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void DespawnOrUnsummon(uint32 msTimeToDespawn = 0);
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@@ -656,7 +654,6 @@ class Creature : public Unit, public GridObject<Creature>
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void SetFormation(CreatureGroup *formation) {m_formation = formation;}
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Unit *SelectVictim();
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void SetDeadByDefault (bool death_state) {m_isDeadByDefault = death_state;}
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void SetDisableReputationGain(bool disable) { DisableReputationGain = disable; }
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bool IsReputationGainDisabled() { return DisableReputationGain; }
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@@ -713,7 +710,6 @@ class Creature : public Unit, public GridObject<Creature>
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bool m_AlreadySearchedAssistance;
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bool m_regenHealth;
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bool m_AI_locked;
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bool m_isDeadByDefault;
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SpellSchoolMask m_meleeDamageSchoolMask;
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uint32 m_originalEntry;
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