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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@@ -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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