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Core/AI: Clean up charm AI handling, we now have two unique_ptr instead of a crapton of booleans
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@@ -432,7 +432,9 @@ class CreatureGameObjectScriptRegistrySwapHooks
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if (!creature->IsAlive())
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return;
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creature->AI_InitializeAndEnable();
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creature->AI()->InitializeAI();
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if (creature->GetVehicleKit())
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creature->GetVehicleKit()->Reset();
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creature->AI()->EnterEvadeMode();
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// Cast a dummy visual spell asynchronously here to signal
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