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fix(Core/Units): clear emote state on attack rather than on combat st… (#8170)
- Closes #6281
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@@ -9725,6 +9725,8 @@ bool Unit::Attack(Unit* victim, bool meleeAttack)
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creature->SendAIReaction(AI_REACTION_HOSTILE);
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creature->CallAssistance();
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creature->SetAssistanceTimer(sWorld->getIntConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_PERIOD));
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SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_ONESHOT_NONE);
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}
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// delay offhand weapon attack to next attack time
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@@ -12816,7 +12818,6 @@ void Unit::CombatStart(Unit* victim, bool initialAggro)
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SetInCombatWith(victim);
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victim->SetInCombatWith(this);
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victim->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_ONESHOT_NONE);
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// Xinef: If pet started combat - put owner in combat
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if (Unit* owner = GetOwner())
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