mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-22 21:26:23 +00:00
feat(Core/Unit): New helpers for UnitFlag and UnitFlag2 (#11227)
This commit is contained in:
@@ -124,7 +124,7 @@ public:
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ArchimondeGUID = instance->GetGuidData(DATA_ARCHIMONDE);
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
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me->SetUnitFlag(UNIT_FLAG_NON_ATTACKABLE);
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}
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void EnterCombat(Unit* /*who*/) override { }
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@@ -464,8 +464,8 @@ public:
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else
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{
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summoned->SetFaction(me->GetFaction());
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summoned->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
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summoned->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
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summoned->SetUnitFlag(UNIT_FLAG_NON_ATTACKABLE);
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summoned->SetUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
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}
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if (summoned->GetEntry() == CREATURE_DOOMFIRE_SPIRIT)
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@@ -576,7 +576,7 @@ public:
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if (Unit* Nordrassil = ObjectAccessor::GetUnit(*me, WorldTreeGUID))
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{
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Nordrassil->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
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Nordrassil->SetUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
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Nordrassil->SetDisplayId(11686);
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DoCast(Nordrassil, SPELL_DRAIN_WORLD_TREE);
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IsChanneling = true;
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@@ -989,7 +989,7 @@ void hyjalAI::DoOverrun(uint32 faction, const uint32 diff)
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{
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(*itr)->CastSpell(*itr, SPELL_TELEPORT_VISUAL, true);
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(*itr)->SetFaction(FACTION_FRIENDLY); // make them friendly so mobs won't attack them
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(*itr)->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
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(*itr)->SetUnitFlag(UNIT_FLAG_NON_ATTACKABLE);
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}
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}
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DoCast(me, SPELL_TELEPORT_VISUAL);
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@@ -416,8 +416,8 @@ public:
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meteor = false;//call once!
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CanMove = false;
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Delay = rand() % 30000;
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
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me->RemoveUnitFlag(UNIT_FLAG_NON_ATTACKABLE);
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me->SetUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
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me->SetDisplayId(MODEL_INVIS);
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go = false;
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Reset();
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@@ -482,8 +482,8 @@ public:
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{
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if (spawnTimer <= diff)
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{
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_SELECTABLE);
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me->RemoveUnitFlag(UNIT_FLAG_NON_ATTACKABLE);
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me->RemoveUnitFlag(UNIT_FLAG_NOT_SELECTABLE);
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me->SetDisplayId(me->GetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID));
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CanMove = true;
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if (instance->GetData(DATA_ALLIANCE_RETREAT) && !instance->GetData(DATA_HORDE_RETREAT))
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@@ -112,8 +112,8 @@ public:
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damage = 0;
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finished = true;
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me->SetRegeneratingHealth(false);
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
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me->SetUnitFlag(UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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me->SetUnitFlag(UNIT_FLAG_NON_ATTACKABLE);
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me->SetReactState(REACT_PASSIVE);
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if (InstanceScript* pInstance = me->GetInstanceScript())
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{
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@@ -479,8 +479,8 @@ public:
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{
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summons.Despawn(cr);
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summons.Summon(cr);
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cr->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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cr->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
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cr->SetUnitFlag(UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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cr->SetUnitFlag(UNIT_FLAG_NON_ATTACKABLE);
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}
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Talk(SAY_PHASE501);
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SetEscortPaused(false);
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@@ -979,7 +979,7 @@ public:
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if (Creature* cr = GetEventNpc(NPC_CITY_MAN))
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{
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cr->UpdateEntry(NPC_INFINITE_HUNTER, nullptr, false);
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cr->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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cr->SetUnitFlag(UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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cr->SetReactState(REACT_PASSIVE);
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}
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ScheduleNextEvent(currentEvent, 2000);
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@@ -988,7 +988,7 @@ public:
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if (Creature* cr = GetEventNpc(NPC_CITY_MAN4))
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{
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cr->UpdateEntry(NPC_INFINITE_AGENT, nullptr, false);
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cr->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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cr->SetUnitFlag(UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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cr->SetReactState(REACT_PASSIVE);
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}
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ScheduleNextEvent(currentEvent, 2000);
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@@ -1003,14 +1003,14 @@ public:
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}
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if (Creature* cr = GetEventNpc(NPC_INFINITE_AGENT)) // it is infinite agent now :)
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{
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cr->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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cr->RemoveUnitFlag(UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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cr->SetReactState(REACT_AGGRESSIVE);
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cr->SetInCombatWithZone();
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cr->AddThreat(me, 0.0f);
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}
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if (Creature* cr = GetEventNpc(NPC_INFINITE_HUNTER)) // it is infinite hunter now :)
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{
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cr->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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cr->RemoveUnitFlag(UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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cr->SetReactState(REACT_AGGRESSIVE);
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cr->SetInCombatWithZone();
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cr->AddThreat(me, 0.0f);
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@@ -1083,8 +1083,8 @@ public:
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me->SummonCreature(NPC_TIME_RIFT, EventPos[EVENT_SRC_EPOCH], TEMPSUMMON_TIMED_DESPAWN, 20000);
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if (Creature* cr = me->SummonCreature(NPC_EPOCH, EventPos[EVENT_SRC_EPOCH]))
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{
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cr->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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cr->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
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cr->SetUnitFlag(UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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cr->SetUnitFlag(UNIT_FLAG_NON_ATTACKABLE);
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me->SetTarget(cr->GetGUID());
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cr->GetMotionMaster()->MovePoint(0, EventPos[EVENT_DST_EPOCH]);
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}
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@@ -1104,8 +1104,8 @@ public:
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case EVENT_ACTION_PHASE3+18:
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if (Creature* cr = GetEventNpc(NPC_EPOCH))
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{
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cr->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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cr->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
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cr->RemoveUnitFlag(UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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cr->RemoveUnitFlag(UNIT_FLAG_NON_ATTACKABLE);
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cr->SetReactState(REACT_AGGRESSIVE);
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cr->AddThreat(me, 0.0f);
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cr->SetInCombatWithZone();
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@@ -1129,8 +1129,8 @@ public:
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case EVENT_ACTION_PHASE5:
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if (Creature* cr = GetEventNpc(NPC_MAL_GANIS))
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{
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cr->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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cr->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
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cr->RemoveUnitFlag(UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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cr->RemoveUnitFlag(UNIT_FLAG_NON_ATTACKABLE);
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cr->SetInCombatWithZone();
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cr->AddThreat(me, 0.0f);
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AttackStart(cr);
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@@ -82,7 +82,7 @@ public:
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summons.Summon(summon);
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if (Creature* thrall = ObjectAccessor::GetCreature(*me, me->GetInstanceScript()->GetGuidData(DATA_THRALL_GUID)))
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thrall->AI()->JustSummoned(summon);
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summon->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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summon->SetUnitFlag(UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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if (summon->GetEntry() == NPC_SKARLOC_MOUNT)
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return;
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@@ -103,7 +103,7 @@ public:
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path.push_back(G3D::Vector3(startPath[i].GetPositionX(), startPath[i].GetPositionY(), startPath[i].GetPositionZ()));
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me->GetMotionMaster()->MoveSplinePath(&path);
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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me->SetUnitFlag(UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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me->Mount(SKARLOC_MOUNT_MODEL);
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}
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@@ -168,13 +168,13 @@ public:
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Talk(SAY_ENTER);
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break;
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case EVENT_START_FIGHT:
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me->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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me->RemoveUnitFlag(UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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me->SetInCombatWithZone();
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for (SummonList::const_iterator itr = summons.begin(); itr != summons.end(); ++itr)
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if (Creature* summon = ObjectAccessor::GetCreature(*me, *itr))
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if (summon->GetEntry() != NPC_SKARLOC_MOUNT)
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{
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summon->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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summon->RemoveUnitFlag(UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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summon->SetInCombatWithZone();
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}
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break;
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@@ -620,7 +620,7 @@ public:
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case EVENT_SUMMON_CHRONO:
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if (Creature* epoch = me->SummonCreature(NPC_EPOCH_HUNTER, 2640.49f, 696.15f, 64.31f, 4.51f, TEMPSUMMON_MANUAL_DESPAWN))
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{
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epoch->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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epoch->SetUnitFlag(UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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epoch->AI()->Talk(SAY_EPOCH_ENTER1);
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}
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break;
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@@ -703,7 +703,7 @@ public:
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case EVENT_CALL_EPOCH:
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if (Creature* epoch = summons.GetCreatureWithEntry(NPC_EPOCH_HUNTER))
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{
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epoch->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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epoch->RemoveUnitFlag(UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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epoch->GetMotionMaster()->MovePoint(0, *me, false, true);
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}
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break;
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@@ -759,7 +759,7 @@ public:
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Talk(SAY_EVENT_COMPLETE);
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break;
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case EVENT_THRALL_RUN_AWAY:
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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me->SetUnitFlag(UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC);
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me->SetReactState(REACT_PASSIVE);
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SetEscortPaused(false);
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break;
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