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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+7
-7
@@ -414,7 +414,7 @@ public:
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if (Creature* temp = me->SummonCreature((uint32)RiftAndSpawnsLocations[i][0], RiftAndSpawnsLocations[timeRiftID][1], RiftAndSpawnsLocations[timeRiftID][2], RiftAndSpawnsLocations[timeRiftID][3], RiftAndSpawnsLocations[timeRiftID][4], TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 900000))
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{
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guidVector[i-timeRiftID-1] = temp->GetGUID();
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temp->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_PASSIVE);
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temp->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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temp->SetReactState(REACT_PASSIVE);
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temp->GetMotionMaster()->MovePoint(0, RiftAndSpawnsLocations[i][1], RiftAndSpawnsLocations[i][2], RiftAndSpawnsLocations[i][3]);
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if ((uint32)RiftAndSpawnsLocations[i][0] == NPC_EPOCH)
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@@ -1003,7 +1003,7 @@ public:
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{
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pDisguised2->UpdateEntry(NPC_INFINITE_HUNTER, 0);
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//Make them unattackable
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pDisguised2->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_PASSIVE);
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pDisguised2->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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pDisguised2->SetReactState(REACT_PASSIVE);
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}
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JumpToNextStep(2000);
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@@ -1013,7 +1013,7 @@ public:
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{
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pDisguised1->UpdateEntry(NPC_INFINITE_AGENT, 0);
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//Make them unattackable
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pDisguised1->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_PASSIVE);
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pDisguised1->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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pDisguised1->SetReactState(REACT_PASSIVE);
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}
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JumpToNextStep(2000);
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@@ -1023,7 +1023,7 @@ public:
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{
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pDisguised0->UpdateEntry(NPC_INFINITE_ADVERSARY, 0);
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//Make them unattackable
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pDisguised0->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_PASSIVE);
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pDisguised0->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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pDisguised0->SetReactState(REACT_PASSIVE);
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}
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JumpToNextStep(2000);
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@@ -1037,7 +1037,7 @@ public:
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for (uint32 i = 0; i< ENCOUNTER_DRACONIAN_NUMBER; ++i)
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if (Creature* temp = Unit::GetCreature(*me, uiInfiniteDraconianGUID[i]))
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{
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temp->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_PASSIVE);
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temp->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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temp->SetReactState(REACT_AGGRESSIVE);
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}
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JumpToNextStep(5000);
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@@ -1095,7 +1095,7 @@ public:
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if (Creature* pEpoch = Unit::GetCreature(*me, uiEpochGUID))
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{
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//Make Epoch attackable
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pEpoch->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_PASSIVE);
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pEpoch->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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pEpoch->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
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pEpoch->SetReactState(REACT_AGGRESSIVE);
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}
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@@ -1150,7 +1150,7 @@ public:
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case 87:
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if (Creature* pMalganis = Unit::GetCreature(*me, uiMalganisGUID))
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{
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pMalganis->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_UNK_6 | UNIT_FLAG_PASSIVE | UNIT_FLAG_UNK_15);
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pMalganis->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_UNK_6 | UNIT_FLAG_IMMUNE_TO_NPC | UNIT_FLAG_UNK_15);
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pMalganis->SetReactState(REACT_AGGRESSIVE);
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}
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JumpToNextStep(1000);
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@@ -98,7 +98,7 @@ public:
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DoScriptText(SAY_MAKE_PREPARATIONS, creature);
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creature->setFaction(250);
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creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
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creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC);
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CAST_AI(npc_escortAI, (creature->AI()))->Start(false, false, player->GetGUID());
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CAST_AI(npc_escortAI, (creature->AI()))->SetDespawnAtFar(false);
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@@ -143,7 +143,7 @@ public:
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currentEvent = 0;
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eventProgress = 0;
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me->setActive(true);
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC);
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}
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uint32 eventTimer;
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@@ -176,7 +176,7 @@ public:
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creature->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
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creature->SetSpeed(MOVE_RUN, creature->GetSpeedRate(MOVE_RUN), true);
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creature->setFaction(35);
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creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_NON_ATTACKABLE);
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creature->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_NON_ATTACKABLE);
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creature->SetReactState(REACT_PASSIVE);
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creature->GetMotionMaster()->MovePoint(1, DeserterDisappearPos);
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break;
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@@ -198,7 +198,7 @@ public:
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void Reset()
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{
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me->RestoreFaction();
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_NON_ATTACKABLE);
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_NON_ATTACKABLE);
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me->SetReactState(REACT_AGGRESSIVE);
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me->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP);
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}
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@@ -531,7 +531,7 @@ public:
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return;
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me->SetHomePosition(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ(), me->GetOrientation());
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC);
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SetCombatMovement(true);
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if (me->isInCombat())
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@@ -602,7 +602,7 @@ public:
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{
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npc_omenAI(Creature* creature) : ScriptedAI(creature)
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{
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC);
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me->GetMotionMaster()->MovePoint(1, 7549.977f, -2855.137f, 456.9678f);
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}
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@@ -616,7 +616,7 @@ public:
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if (pointId == 1)
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{
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me->SetHomePosition(me->GetPositionX(), me->GetPositionY(), me->GetPositionZ(), me->GetOrientation());
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC);
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if (Player* player = me->SelectNearestPlayer(40.0f))
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AttackStart(player);
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}
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@@ -154,7 +154,7 @@ public:
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DoScriptText(SAY_START, creature);
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creature->setFaction(113);
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creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
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creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC);
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}
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return true;
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}
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@@ -410,7 +410,7 @@ public:
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creature->setFaction(113);
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creature->SetFullHealth();
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creature->SetUInt32Value(UNIT_FIELD_BYTES_1, 0);
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creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
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creature->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC);
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DoScriptText(SAY_OOX_START, creature);
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if (npc_escortAI* pEscortAI = CAST_AI(npc_OOX17::npc_OOX17AI, creature->AI()))
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