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https://github.com/mod-playerbots/azerothcore-wotlk.git
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Merge branch 'master' into Playerbot
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@@ -1567,8 +1567,6 @@ public:
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/*********************************************************/
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/*** METHODS RELATED TO MOVEMENTS ***/
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/*********************************************************/
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[[nodiscard]] bool isFeared() const { return HasAuraType(SPELL_AURA_MOD_FEAR); }
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[[nodiscard]] bool isInRoots() const { return HasAuraType(SPELL_AURA_MOD_ROOT); }
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[[nodiscard]] bool IsPolymorphed() const;
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[[nodiscard]] bool isFrozen() const;
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[[nodiscard]] bool IsInFlight() const { return HasUnitState(UNIT_STATE_IN_FLIGHT); }
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@@ -1639,8 +1637,6 @@ public:
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// SheathState
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[[nodiscard]] SheathState GetSheath() const { return SheathState(GetByteValue(UNIT_FIELD_BYTES_2, 0)); }
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virtual void SetSheath(SheathState sheathed) { SetByteValue(UNIT_FIELD_BYTES_2, 0, sheathed); }
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[[nodiscard]] bool HasStealthAura() const { return HasAuraType(SPELL_AURA_MOD_STEALTH); }
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[[nodiscard]] bool HasInvisibilityAura() const { return HasAuraType(SPELL_AURA_MOD_INVISIBILITY); }
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// StandState
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[[nodiscard]] uint8 getStandState() const { return GetByteValue(UNIT_FIELD_BYTES_1, 0); }
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@@ -1659,6 +1655,55 @@ public:
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[[nodiscard]] bool isDying() const { return (m_deathState == DeathState::JustDied); };
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[[nodiscard]] bool isDead() const { return (m_deathState == DeathState::Dead || m_deathState == DeathState::Corpse); };
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// Spell Aura helpers
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[[nodiscard]] bool HasGhostAura() const { return HasAuraType(SPELL_AURA_GHOST); };
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[[nodiscard]] bool HasMountedAura() const { return HasAuraType(SPELL_AURA_MOUNTED); };
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[[nodiscard]] bool HasWaterWalkAura() const { return HasAuraType(SPELL_AURA_WATER_WALK); };
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[[nodiscard]] bool HasFeatherFallAura() const { return HasAuraType(SPELL_AURA_FEATHER_FALL); };
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[[nodiscard]] bool HasHoverAura() const { return HasAuraType(SPELL_AURA_HOVER); };
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[[nodiscard]] bool HasFlyAura() const { return HasAuraType(SPELL_AURA_FLY); };
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[[nodiscard]] bool HasSpiritOfRedemptionAura() const { return HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION); };
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[[nodiscard]] bool HasPreventsFleeingAura() const { return HasAuraType(SPELL_AURA_PREVENTS_FLEEING); };
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[[nodiscard]] bool HasPreventDurabilityLossAura() const { return HasAuraType(SPELL_AURA_PREVENT_DURABILITY_LOSS); };
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[[nodiscard]] bool HasPreventResurectionAura() const { return HasAuraType(SPELL_AURA_PREVENT_RESURRECTION); };
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[[nodiscard]] bool HasTransformAura() const { return HasAuraType(SPELL_AURA_TRANSFORM); };
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[[nodiscard]] bool HasInterruptRegenAura() const { return HasAuraType(SPELL_AURA_INTERRUPT_REGEN); };
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[[nodiscard]] bool HasNoPVPCreditAura() const { return HasAuraType(SPELL_AURA_NO_PVP_CREDIT); };
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[[nodiscard]] bool HasWaterBreathingAura() const { return HasAuraType(SPELL_AURA_WATER_BREATHING); };
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[[nodiscard]] bool HasIgnoreHitDirectionAura() const { return HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION); };
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[[nodiscard]] bool HasSpellMagnetAura() const { return HasAuraType(SPELL_AURA_SPELL_MAGNET); };
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[[nodiscard]] bool HasOpenStableAura() const { return HasAuraType(SPELL_AURA_OPEN_STABLE); };
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[[nodiscard]] bool HasCloneCasterAura() const { return HasAuraType(SPELL_AURA_CLONE_CASTER); };
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[[nodiscard]] bool HasReflectSpellsAura() const { return HasAuraType(SPELL_AURA_REFLECT_SPELLS); };
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[[nodiscard]] bool HasDetectAmoreAura() const { return HasAuraType(SPELL_AURA_DETECT_AMORE); };
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[[nodiscard]] bool HasAllowOnlyAbilityAura() const { return HasAuraType(SPELL_AURA_ALLOW_ONLY_ABILITY); };
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[[nodiscard]] bool HasPeriodicDummyAura() const { return HasAuraType(SPELL_AURA_PERIODIC_DUMMY); };
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[[nodiscard]] bool HasControlVehicleAura() const { return HasAuraType(SPELL_AURA_CONTROL_VEHICLE); };
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[[nodiscard]] bool HasAOECharmAura() const { return HasAuraType(SPELL_AURA_AOE_CHARM); };
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[[nodiscard]] bool HasDetectSpellsAura() const { return HasAuraType(SPELL_AURA_DEFLECT_SPELLS); };
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[[nodiscard]] bool HasPacifySilenceAura() const { return HasAuraType(SPELL_AURA_MOD_PACIFY_SILENCE); }
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[[nodiscard]] bool HasSilenceAura() const { return HasAuraType(SPELL_AURA_MOD_SILENCE); }
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[[nodiscard]] bool HasShapeshiftAura() const { return HasAuraType(SPELL_AURA_MOD_SHAPESHIFT); }
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[[nodiscard]] bool HasDecreaseSpeedAura() const { return HasAuraType(SPELL_AURA_MOD_DECREASE_SPEED); }
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[[nodiscard]] bool HasPacifyAura() const { return HasAuraType(SPELL_AURA_MOD_PACIFY); }
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[[nodiscard]] bool HasIgnoreTargetResistAura() const { return HasAuraType(SPELL_AURA_MOD_IGNORE_TARGET_RESIST); }
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[[nodiscard]] bool HasIncreaseMountedSpeedAura() const { return HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_SPEED); }
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[[nodiscard]] bool HasIncreaseMountedFlightSpeedAura() const { return HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED); }
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[[nodiscard]] bool HasThreatAura() const { return HasAuraType(SPELL_AURA_MOD_THREAT); }
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[[nodiscard]] bool HasAttackerSpellCritChanceAura() const { return HasAuraType(SPELL_AURA_MOD_ATTACKER_SPELL_CRIT_CHANCE); }
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[[nodiscard]] bool HasUnattackableAura() const { return HasAuraType(SPELL_AURA_MOD_UNATTACKABLE); }
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[[nodiscard]] bool HasHealthRegenInCombatAura() const { return HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT); }
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[[nodiscard]] bool HasRegenDuringCombatAura() const { return HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT); }
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[[nodiscard]] bool HasFearAura() const { return HasAuraType(SPELL_AURA_MOD_FEAR); }
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[[nodiscard]] bool HasConfuseAura() const { return HasAuraType(SPELL_AURA_MOD_CONFUSE); }
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[[nodiscard]] bool HasRootAura() const { return HasAuraType(SPELL_AURA_MOD_ROOT); }
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[[nodiscard]] bool HasStunAura() const { return HasAuraType(SPELL_AURA_MOD_STUN); }
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[[nodiscard]] bool HasTauntAura() const { return HasAuraType(SPELL_AURA_MOD_TAUNT); }
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[[nodiscard]] bool HasStealthAura() const { return HasAuraType(SPELL_AURA_MOD_STEALTH); }
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[[nodiscard]] bool HasStealthDetectAura() const { return HasAuraType(SPELL_AURA_MOD_STEALTH_DETECT); }
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[[nodiscard]] bool HasInvisibilityAura() const { return HasAuraType(SPELL_AURA_MOD_INVISIBILITY); }
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[[nodiscard]] bool HasInvisibilityDetectAura() const { return HasAuraType(SPELL_AURA_MOD_INVISIBILITY_DETECT); }
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// React methods
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bool IsHostileTo(Unit const* unit) const;
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[[nodiscard]] bool IsHostileToPlayers() const;
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@@ -1714,6 +1759,7 @@ public:
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// Pets, guardians, minions...
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[[nodiscard]] Guardian* GetGuardianPet() const;
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[[nodiscard]] Minion* GetFirstMinion() const;
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[[nodiscard]] Creature* GetCompanionPet() const;
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Pet* CreateTamedPetFrom(Creature* creatureTarget, uint32 spell_id = 0);
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Pet* CreateTamedPetFrom(uint32 creatureEntry, uint32 spell_id = 0);
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