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Core/Misc: Rename UNIT_STAT_* enums to UNIT_STATE_*
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@@ -595,7 +595,7 @@ void BossAI::UpdateAI(uint32 const diff)
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events.Update(diff);
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if (me->HasUnitState(UNIT_STAT_CASTING))
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if (me->HasUnitState(UNIT_STATE_CASTING))
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return;
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while (uint32 eventId = events.ExecuteEvent())
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@@ -654,7 +654,7 @@ void WorldBossAI::UpdateAI(uint32 const diff)
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events.Update(diff);
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if (me->HasUnitState(UNIT_STAT_CASTING))
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if (me->HasUnitState(UNIT_STATE_CASTING))
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return;
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while (uint32 eventId = events.ExecuteEvent())
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@@ -90,7 +90,7 @@ bool npc_escortAI::AssistPlayerInCombat(Unit* who)
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void npc_escortAI::MoveInLineOfSight(Unit* who)
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{
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if (!me->HasUnitState(UNIT_STAT_STUNNED) && who->isTargetableForAttack() && who->isInAccessiblePlaceFor(me))
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if (!me->HasUnitState(UNIT_STATE_STUNNED) && who->isTargetableForAttack() && who->isInAccessiblePlaceFor(me))
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{
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if (HasEscortState(STATE_ESCORT_ESCORTING) && AssistPlayerInCombat(who))
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return;
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@@ -38,8 +38,8 @@ void FollowerAI::AttackStart(Unit* who)
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me->SetInCombatWith(who);
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who->SetInCombatWith(me);
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if (me->HasUnitState(UNIT_STAT_FOLLOW))
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me->ClearUnitState(UNIT_STAT_FOLLOW);
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if (me->HasUnitState(UNIT_STATE_FOLLOW))
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me->ClearUnitState(UNIT_STATE_FOLLOW);
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if (IsCombatMovementAllowed())
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me->GetMotionMaster()->MoveChase(who);
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@@ -88,7 +88,7 @@ bool FollowerAI::AssistPlayerInCombat(Unit* who)
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void FollowerAI::MoveInLineOfSight(Unit* who)
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{
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if (!me->HasUnitState(UNIT_STAT_STUNNED) && who->isTargetableForAttack() && who->isInAccessiblePlaceFor(me))
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if (!me->HasUnitState(UNIT_STATE_STUNNED) && who->isTargetableForAttack() && who->isInAccessiblePlaceFor(me))
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{
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if (HasFollowState(STATE_FOLLOW_INPROGRESS) && AssistPlayerInCombat(who))
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return;
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@@ -340,9 +340,9 @@ Player* FollowerAI::GetLeaderForFollower()
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void FollowerAI::SetFollowComplete(bool bWithEndEvent)
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{
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if (me->HasUnitState(UNIT_STAT_FOLLOW))
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if (me->HasUnitState(UNIT_STATE_FOLLOW))
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{
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me->ClearUnitState(UNIT_STAT_FOLLOW);
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me->ClearUnitState(UNIT_STATE_FOLLOW);
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me->StopMoving();
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me->GetMotionMaster()->Clear();
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@@ -369,9 +369,9 @@ void FollowerAI::SetFollowPaused(bool paused)
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{
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AddFollowState(STATE_FOLLOW_PAUSED);
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if (me->HasUnitState(UNIT_STAT_FOLLOW))
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if (me->HasUnitState(UNIT_STATE_FOLLOW))
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{
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me->ClearUnitState(UNIT_STAT_FOLLOW);
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me->ClearUnitState(UNIT_STATE_FOLLOW);
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me->StopMoving();
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me->GetMotionMaster()->Clear();
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