Merge branch 'master' of github.com:TrinityCore/TrinityCore into 4.3.4
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@@ -478,9 +478,6 @@ void MotionMaster::MoveFleeing(Unit* enemy, uint32 time)
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if (!enemy)
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return;
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if (_owner->HasAuraType(SPELL_AURA_PREVENTS_FLEEING))
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return;
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if (_owner->GetTypeId() == TYPEID_PLAYER)
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{
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TC_LOG_DEBUG("misc", "Player (GUID: %u) flee from %s (GUID: %u)", _owner->GetGUIDLow(),
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@@ -2824,8 +2824,12 @@ void AuraEffect::HandlePreventFleeing(AuraApplication const* aurApp, uint8 mode,
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Unit* target = aurApp->GetTarget();
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if (target->HasAuraType(SPELL_AURA_MOD_FEAR))
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target->SetControlled(!(apply), UNIT_STATE_FLEEING);
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// Since patch 3.0.2 this mechanic no longer affects fear effects. It will ONLY prevent humanoids from fleeing due to low health.
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if (!apply || target->HasAuraType(SPELL_AURA_MOD_FEAR))
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return;
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/// TODO: find a way to cancel fleeing for assistance.
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/// Currently this will only stop creatures fleeing due to low health that could not find nearby allies to flee towards.
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target->SetControlled(false, UNIT_STATE_FLEEING);
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}
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/***************************/
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