fix(Core/Combat): Re-enable combat for training dummies (#25239)
Co-authored-by: blinkysc <blinkysc@users.noreply.github.com>
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@@ -23,6 +23,7 @@ PossessedAI::PossessedAI(Creature* c) : CreatureAI(c) { me->SetReactState(REACT_
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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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// TODO: Remove once WorldObject casting is ported (triggers won't create combat refs from spell casts)
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me->SetIsCombatDisallowed(true);
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}
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@@ -314,7 +314,11 @@ public:
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struct npc_training_dummy : NullCreatureAI
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{
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npc_training_dummy(Creature* creature) : NullCreatureAI(creature) { }
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npc_training_dummy(Creature* creature) : NullCreatureAI(creature)
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{
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// TODO: Remove once WorldObject casting is ported
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me->SetIsCombatDisallowed(false);
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}
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void JustEnteredCombat(Unit* who) override
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{
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@@ -359,6 +363,8 @@ struct npc_target_dummy : NullCreatureAI
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{
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npc_target_dummy(Creature* creature) : NullCreatureAI(creature)
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{
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// TODO: Remove once WorldObject casting is ported
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me->SetIsCombatDisallowed(false);
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_deathTimer = 15s;
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}
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