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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@@ -136,7 +136,7 @@ public:
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DoCast(me, SPELL_SUBMERGE);//submerge anim
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me->SetVisible(false);//we start invis under water, submerged
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
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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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}
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void JustDied(Unit* /*Killer*/)
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@@ -205,7 +205,7 @@ public:
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{
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WaitTimer = 3000;
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CanStartEvent = true;//fresh fished from pool
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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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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
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}
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else
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@@ -325,7 +325,7 @@ public:
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Submerged = false;
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me->InterruptNonMeleeSpells(false);//shouldn't be any
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me->RemoveAllAuras();
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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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me->RemoveFlag(UNIT_NPC_EMOTESTATE, EMOTE_STATE_SUBMERGED);
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DoCast(me, SPELL_EMERGE, true);
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Spawned = false;
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@@ -344,7 +344,7 @@ public:
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if (!Spawned)
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{
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me->SetUInt32Value(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);
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me->SetUInt32Value(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC);
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//spawn adds
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for (uint8 i = 0; i < 9; ++i)
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{
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