fix(Core/Combat): Prevent NullCreatureAI creatures from entering combat (#25222)
Co-authored-by: blinkysc <blinkysc@users.noreply.github.com>
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@@ -20,7 +20,11 @@
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PassiveAI::PassiveAI(Creature* c) : CreatureAI(c) { me->SetReactState(REACT_PASSIVE); }
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PassiveAI::PassiveAI(Creature* c) : CreatureAI(c) { me->SetReactState(REACT_PASSIVE); }
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PossessedAI::PossessedAI(Creature* c) : CreatureAI(c) { me->SetReactState(REACT_PASSIVE); }
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PossessedAI::PossessedAI(Creature* c) : CreatureAI(c) { me->SetReactState(REACT_PASSIVE); }
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NullCreatureAI::NullCreatureAI(Creature* c) : CreatureAI(c) { me->SetReactState(REACT_PASSIVE); }
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NullCreatureAI::NullCreatureAI(Creature* c) : CreatureAI(c)
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{
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me->SetReactState(REACT_PASSIVE);
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me->SetIsCombatDisallowed(true);
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}
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int32 NullCreatureAI::Permissible(Creature const* creature)
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int32 NullCreatureAI::Permissible(Creature const* creature)
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{
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{
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