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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@@ -132,12 +132,12 @@ public:
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if (!checkFeugenAlive && !checkStalaggAlive)
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{
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_STUNNED);
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_STUNNED);
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me->SetReactState(REACT_AGGRESSIVE);
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}
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else
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{
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_STUNNED);
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_STUNNED);
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me->SetReactState(REACT_PASSIVE);
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}
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}
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@@ -179,13 +179,13 @@ public:
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if (!checkFeugenAlive && !checkStalaggAlive)
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{
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_STUNNED);
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_STUNNED);
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// REACT_AGGRESSIVE only reset when he takes damage.
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DoZoneInCombat();
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}
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else
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{
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_STUNNED);
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_NOT_SELECTABLE | UNIT_FLAG_STUNNED);
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me->SetReactState(REACT_PASSIVE);
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}
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}
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