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fix(Core/Creature): Prevent combat movement disabled creatures from r… (#18428)
* fix(Core/Creature): Prevent combat movement disabled creatures from repositioning if target moves within model boundary * fixbuild * Apply suggestions from code review
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@@ -373,14 +373,6 @@ struct ScriptedAI : public CreatureAI
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void SetEquipmentSlots(bool loadDefault, int32 mainHand = EQUIP_NO_CHANGE, int32 offHand = EQUIP_NO_CHANGE, int32 ranged = EQUIP_NO_CHANGE);
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// Used to control if MoveChase() is to be used or not in AttackStart(). Some creatures does not chase victims
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// NOTE: If you use SetCombatMovement while the creature is in combat, it will do NOTHING - This only affects AttackStart
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// You should make the necessary to make it happen so.
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// Remember that if you modified _isCombatMovementAllowed (e.g: using SetCombatMovement) it will not be reset at Reset().
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// It will keep the last value you set.
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void SetCombatMovement(bool allowMovement);
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bool IsCombatMovementAllowed() const { return _isCombatMovementAllowed; }
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virtual bool CheckEvadeIfOutOfCombatArea() const { return false; }
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// return true for heroic mode. i.e.
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@@ -452,7 +444,6 @@ struct ScriptedAI : public CreatureAI
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private:
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Difficulty _difficulty;
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bool _isCombatMovementAllowed;
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bool _isHeroic;
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std::unordered_set<uint32> _uniqueTimedEvents;
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};
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