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Core/Vehicles: Implemented vehicle seat flag that makes passengers unselectable and dropped redundant UNIT_STATE_ONVEHICLE (it is only checked in the same places as unselectable unit flag)
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@@ -467,10 +467,6 @@ class npc_bone_spike : public CreatureScript
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init.DisableTransportPathTransformations();
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init.MoveTo(-0.02206125f, -0.02132235f, 5.514783f, false);
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init.Launch();
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/// @WORKAROUND - Clear ON VEHICLE state to allow healing (Invalid target errors)
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/// Current rule for applying this state is questionable (seatFlags & VEHICLE_SEAT_FLAG_ALLOW_TURNING ???)
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passenger->ClearUnitState(UNIT_STATE_ONVEHICLE);
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}
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void UpdateAI(uint32 diff)
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@@ -1632,7 +1632,7 @@ class FlameLeviathanPursuedTargetSelector
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//! Vehicle must be in use by player
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bool playerFound = false;
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for (SeatMap::const_iterator itr = vehicle->Seats.begin(); itr != vehicle->Seats.end() && !playerFound; ++itr)
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if (IS_PLAYER_GUID(itr->second.Passenger))
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if (IS_PLAYER_GUID(itr->second.Passenger.Guid))
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playerFound = true;
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return !playerFound;
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@@ -1690,9 +1690,9 @@ class spell_pursue : public SpellScriptLoader
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for (SeatMap::const_iterator itr = caster->GetVehicleKit()->Seats.begin(); itr != caster->GetVehicleKit()->Seats.end(); ++itr)
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{
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if (IS_PLAYER_GUID(itr->second.Passenger))
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if (IS_PLAYER_GUID(itr->second.Passenger.Guid))
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{
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caster->AI()->Talk(EMOTE_PURSUE, itr->second.Passenger);
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caster->AI()->Talk(EMOTE_PURSUE, itr->second.Passenger.Guid);
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return;
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}
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}
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