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DB/Creature: Remove remaining non-static flags from DB, finally (#26884)
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@@ -467,6 +467,7 @@ public:
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void Reset() override
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{
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Initialize();
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
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if (instance->GetGuidData(DATA_IMAGE_OF_MEDIVH).IsEmpty())
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{
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@@ -939,6 +939,7 @@ class boss_vx_001 : public CreatureScript
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me->SetUInt32Value(UNIT_NPC_EMOTESTATE, EMOTE_STATE_SPECIAL_UNARMED); // This is a hack to force the yet to be unfolded visual state.
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me->SetReactState(REACT_PASSIVE);
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_fireFighter = false;
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
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}
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void DamageTaken(Unit* who, uint32& damage, DamageEffectType /*damageType*/, SpellInfo const* /*spellInfo = nullptr*/) override
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@@ -156,7 +156,10 @@ struct boss_svala : public BossAI
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if (_introCompleted)
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events.SetPhase(NORMAL);
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else
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{
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events.SetPhase(IDLE);
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me->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NON_ATTACKABLE);
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}
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me->SetDisableGravity(false);
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