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fix(Core/Creature): Prevent combat movement disabled creatures from r… (#18428)
* fix(Core/Creature): Prevent combat movement disabled creatures from repositioning if target moves within model boundary * fixbuild * Apply suggestions from code review
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@@ -57,7 +57,7 @@ struct boss_murmur : public BossAI
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{
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boss_murmur(Creature* creature) : BossAI(creature, DATA_MURMUR)
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{
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SetCombatMovement(false);
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me->SetCombatMovement(false);
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scheduler.SetValidator([this]
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{
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return !me->HasUnitState(UNIT_STATE_CASTING);
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@@ -98,7 +98,7 @@ struct boss_ahune : public ScriptedAI
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{
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boss_ahune(Creature* c) : ScriptedAI(c), summons(me)
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{
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SetCombatMovement(false);
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me->SetCombatMovement(false);
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SetEquipmentSlots(false, 54806, EQUIP_UNEQUIP, EQUIP_UNEQUIP);
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me->SetUnitFlag(UNIT_FLAG_NON_ATTACKABLE);
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InvokerGUID.Clear();
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@@ -41,7 +41,7 @@ struct boss_omor_the_unscarred : public BossAI
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{
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boss_omor_the_unscarred(Creature* creature) : BossAI(creature, DATA_OMOR_THE_UNSCARRED)
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{
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SetCombatMovement(false);
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me->SetCombatMovement(false);
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scheduler.SetValidator([this]
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{
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return !me->HasUnitState(UNIT_STATE_CASTING);
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@@ -90,7 +90,7 @@ struct boss_alar : public BossAI
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boss_alar(Creature* creature) : BossAI(creature, DATA_ALAR)
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{
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SetCombatMovement(false);
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me->SetCombatMovement(false);
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}
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void JustReachedHome() override
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