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fix(Core/CreatureAI): Skip creatures in evade mode for DoZoneInCombat (#2599)
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@@ -36,7 +36,7 @@ void CreatureAI::DoZoneInCombat(Creature* creature /*= NULL*/, float maxRangeToN
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if (!creature)
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if (!creature)
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creature = me;
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creature = me;
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if (!creature->CanHaveThreatList())
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if (!creature->CanHaveThreatList() || creature->IsInEvadeMode())
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return;
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return;
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Map* map = creature->GetMap();
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Map* map = creature->GetMap();
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@@ -46,8 +46,7 @@ void CreatureAI::DoZoneInCombat(Creature* creature /*= NULL*/, float maxRangeToN
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return;
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return;
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}
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}
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// Xinef: Skip creatures in evade mode
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if (!creature->HasReactState(REACT_PASSIVE) && !creature->GetVictim())
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if (!creature->HasReactState(REACT_PASSIVE) && !creature->GetVictim() && !creature->IsInEvadeMode())
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{
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{
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if (Unit* nearTarget = creature->SelectNearestTarget(maxRangeToNearestTarget))
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if (Unit* nearTarget = creature->SelectNearestTarget(maxRangeToNearestTarget))
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creature->AI()->AttackStart(nearTarget);
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creature->AI()->AttackStart(nearTarget);
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