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refactor(Core/Unit): PC&NPC Immunity (#11986)
* initial * refactor(Core/Unit): PC & NPC Immunities Cherry-pick TC:74af880217Co-authored-by: Treeston <treeston.nmoc@gmail.com> * fix builds error Cherry-pick TC:74af880217Co-authored-by: Treeston <treeston.nmoc@gmail.com> * Fix nef combat, and replace SetFlag by SetUnitFlag * fix combat with jedoga Co-authored-by: Treeston <treeston.nmoc@gmail.com>
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@@ -1647,6 +1647,13 @@ public:
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[[nodiscard]] bool IsInFlight() const { return HasUnitState(UNIT_STATE_IN_FLIGHT); }
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void SetImmuneToAll(bool apply, bool keepCombat = false) { SetImmuneToPC(apply, keepCombat); SetImmuneToNPC(apply, keepCombat); }
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bool IsImmuneToAll() const { return IsImmuneToPC() && IsImmuneToNPC(); }
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void SetImmuneToPC(bool apply, bool keepCombat = false);
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bool IsImmuneToPC() const { return HasUnitFlag(UNIT_FLAG_IMMUNE_TO_PC); }
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void SetImmuneToNPC(bool apply, bool keepCombat = false);
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bool IsImmuneToNPC() const { return HasUnitFlag(UNIT_FLAG_IMMUNE_TO_NPC); }
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bool IsEngaged() const { return IsInCombat(); }
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bool IsEngagedBy(Unit const* who) const { return IsInCombatWith(who); }
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