Core/Entities: Rename UNIT_FLAG_OOC_NOT_ATTACKABLE and UNIT_FLAG_PASSIVE to UNIT_FLAG_IMMUNE_TO_PC and UNIT_FLAG_IMMUNE_TO_NPC respectively. New names tell much more about what those flags do.
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@@ -175,9 +175,9 @@ void BattlegroundIC::PostUpdateImpl(uint32 diff)
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{
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if (siege->isAlive())
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{
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if (siege->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE|UNIT_FLAG_UNK_14|UNIT_FLAG_OOC_NOT_ATTACKABLE))
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if (siege->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE|UNIT_FLAG_UNK_14|UNIT_FLAG_IMMUNE_TO_PC))
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// following sniffs the vehicle always has UNIT_FLAG_UNK_14
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siege->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE|UNIT_FLAG_OOC_NOT_ATTACKABLE);
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siege->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE|UNIT_FLAG_IMMUNE_TO_PC);
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else
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siege->SetHealth(siege->GetMaxHealth());
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}
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@@ -793,7 +793,7 @@ void BattlegroundIC::HandleCapturedNodes(ICNodePoint* nodePoint, bool recapture)
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if (Creature* siegeEngine = GetBGCreature(siegeType))
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{
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siegeEngine->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE|UNIT_FLAG_UNK_14|UNIT_FLAG_OOC_NOT_ATTACKABLE);
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siegeEngine->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE|UNIT_FLAG_UNK_14|UNIT_FLAG_IMMUNE_TO_PC);
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siegeEngine->setFaction(BG_IC_Factions[(nodePoint->faction == TEAM_ALLIANCE ? 0 : 1)]);
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}
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}
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