Core/Unit: Abide UNIT_FLAG2_DISABLE_TURN on creatures. Add that flag to Kologarn (from sniff). Hi sirikfoll.
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@@ -1962,7 +1962,7 @@ void Unit::AttackerStateUpdate(Unit* victim, WeaponAttackType attType, bool extr
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if (attType != BASE_ATTACK && attType != OFF_ATTACK)
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return; // ignore ranged case
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if (GetTypeId() == TYPEID_UNIT && !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED))
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if (GetTypeId() == TYPEID_UNIT && !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) && !HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_DISABLE_TURN))
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SetFacingToObject(victim, false); // update client side facing to face the target (prevents visual glitches when casting untargeted spells)
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// melee attack spell cast at main hand attack only - no normal melee dmg dealt
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@@ -2010,7 +2010,7 @@ void Unit::FakeAttackerStateUpdate(Unit* victim, WeaponAttackType attType /*= BA
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if (attType != BASE_ATTACK && attType != OFF_ATTACK)
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return; // ignore ranged case
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if (GetTypeId() == TYPEID_UNIT && !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED))
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if (GetTypeId() == TYPEID_UNIT && !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED) && !HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_DISABLE_TURN))
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SetFacingToObject(victim, false); // update client side facing to face the target (prevents visual glitches when casting untargeted spells)
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CalcDamageInfo damageInfo;
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