*Update to Mangos 7206.
--HG-- branch : trunk
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@@ -9064,7 +9064,7 @@ void Unit::SetInCombatWith(Unit* enemy)
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void Unit::CombatStart(Unit* target)
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{
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if(!target->IsStandState()/* && !target->hasUnitState(UNIT_STAT_STUNNED)*/)
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target->SetStandState(PLAYER_STATE_NONE);
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target->SetStandState(UNIT_STAND_STATE_STAND);
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if(!target->isInCombat() && target->GetTypeId() != TYPEID_PLAYER
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&& !((Creature*)target)->HasReactState(REACT_PASSIVE) && ((Creature*)target)->AI())
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@@ -11214,15 +11214,16 @@ void Unit::SetConfused(bool apply, uint64 casterGUID, uint32 spellID)
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bool Unit::IsSitState() const
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{
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uint8 s = getStandState();
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return s == PLAYER_STATE_SIT_CHAIR || s == PLAYER_STATE_SIT_LOW_CHAIR ||
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s == PLAYER_STATE_SIT_MEDIUM_CHAIR || s == PLAYER_STATE_SIT_HIGH_CHAIR ||
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s == PLAYER_STATE_SIT;
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return
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s == UNIT_STAND_STATE_SIT_CHAIR || s == UNIT_STAND_STATE_SIT_LOW_CHAIR ||
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s == UNIT_STAND_STATE_SIT_MEDIUM_CHAIR || s == UNIT_STAND_STATE_SIT_HIGH_CHAIR ||
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s == UNIT_STAND_STATE_SIT;
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}
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bool Unit::IsStandState() const
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{
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uint8 s = getStandState();
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return !IsSitState() && s != PLAYER_STATE_SLEEP && s != PLAYER_STATE_KNEEL;
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return !IsSitState() && s != UNIT_STAND_STATE_SLEEP && s != UNIT_STAND_STATE_KNEEL;
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}
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void Unit::SetStandState(uint8 state)
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