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--HG-- branch : trunk
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@@ -3091,9 +3091,9 @@ float Unit::GetUnitCriticalChance(WeaponAttackType attackType, const Unit *pVict
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if (attackType != RANGED_ATTACK)
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{
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crit -= pVictim->GetMeleeCritChanceReduction();
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// Glyph of barkskin
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if (pVictim->HasAura(63057) && pVictim->HasAura(22812))
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crit-=25.0f;
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// Glyph of barkskin
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if (pVictim->HasAura(63057) && pVictim->HasAura(22812))
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crit-=25.0f;
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}
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else
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crit -= pVictim->GetRangedCritChanceReduction();
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@@ -9254,7 +9254,7 @@ void Unit::SetMinion(Minion *minion, bool apply)
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else if (minion->isTotem())
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{
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// All summoned by totem minions must disappear when it is removed.
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if (const SpellEntry* spInfo = sSpellStore.LookupEntry(minion->ToTotem()->GetSpell()))
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if (const SpellEntry* spInfo = sSpellStore.LookupEntry(minion->ToTotem()->GetSpell()))
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for (int i = 0; i < MAX_SPELL_EFFECTS; ++i)
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{
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if (spInfo->Effect[i] != SPELL_EFFECT_SUMMON)
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@@ -11369,7 +11369,7 @@ void Unit::SetInCombatState(bool PvP, Unit* enemy)
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if (enemy)
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{
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if (IsAIEnabled)
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{
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{
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this->ToCreature()->AI()->EnterCombat(enemy);
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RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_OOC_NOT_ATTACKABLE);//always remove Out of Combat Non Attackable flag if we enter combat and AI is enabled
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}
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@@ -12173,7 +12173,7 @@ Unit* Creature::SelectVictim()
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for (AttackerSet::const_iterator itr = m_attackers.begin(); itr != m_attackers.end(); ++itr)
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{
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if ((*itr) && !canCreatureAttack(*itr) && (*itr)->GetTypeId() != TYPEID_PLAYER
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&& !(*itr)->ToCreature()->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN))
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&& !(*itr)->ToCreature()->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN))
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return NULL;
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}
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@@ -14761,17 +14761,17 @@ void Unit::SetControlled(bool apply, UnitState state)
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break;
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case UNIT_STAT_CONFUSED:
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if (!hasUnitState(UNIT_STAT_STUNNED))
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{
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{
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SetConfused(true);
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CastStop();
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}
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CastStop();
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}
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break;
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case UNIT_STAT_FLEEING:
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if (!hasUnitState(UNIT_STAT_STUNNED | UNIT_STAT_CONFUSED))
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{
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{
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SetFeared(true);
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CastStop();
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}
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CastStop();
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}
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break;
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default:
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break;
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@@ -15843,7 +15843,7 @@ void Unit::EnterVehicle(Vehicle *vehicle, int8 seatId)
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// drop flag at invisible in bg
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if(this->ToPlayer()->InBattleGround())
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if(BattleGround *bg = this->ToPlayer()->GetBattleGround())
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bg->EventPlayerDroppedFlag(this->ToPlayer());
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bg->EventPlayerDroppedFlag(this->ToPlayer());
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}
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assert(!m_vehicle);
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