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*Do not allow taunt affect passive creatures.
*Fix build. --HG-- branch : trunk
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@@ -4067,7 +4067,7 @@ void Spell::EffectTaunt(uint32 /*i*/)
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unitTarget->getThreatManager().addThreat(m_caster, itsThreat - myThreat);
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}
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if(((Creature*)unitTarget)->IsAIEnabled)
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if(((Creature*)unitTarget)->IsAIEnabled && !((Creature*)unitTarget)->HasReactState(REACT_PASSIVE))
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((Creature*)unitTarget)->AI()->AttackStart(m_caster);
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}
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