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Core/SAI: In all npc flag related action_types we now check if the target is a creature instead of an unit (creature/player).
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@@ -1145,6 +1145,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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{
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if (WorldObject* baseObj = GetBaseObject())
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baseObj->setActive(e.action.active.state);
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break;
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}
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case SMART_ACTION_ATTACK_START:
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@@ -1661,7 +1662,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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break;
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for (ObjectList::const_iterator itr = targets->begin(); itr != targets->end(); ++itr)
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if (IsUnit(*itr))
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if (IsCreature(*itr))
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(*itr)->ToUnit()->SetUInt32Value(UNIT_NPC_FLAGS, e.action.unitFlag.flag);
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delete targets;
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@@ -1674,7 +1675,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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break;
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for (ObjectList::const_iterator itr = targets->begin(); itr != targets->end(); ++itr)
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if (IsUnit(*itr))
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if (IsCreature(*itr))
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(*itr)->ToUnit()->SetFlag(UNIT_NPC_FLAGS, e.action.unitFlag.flag);
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delete targets;
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@@ -1687,7 +1688,7 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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break;
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for (ObjectList::const_iterator itr = targets->begin(); itr != targets->end(); ++itr)
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if (IsUnit(*itr))
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if (IsCreature(*itr))
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(*itr)->ToUnit()->RemoveFlag(UNIT_NPC_FLAGS, e.action.unitFlag.flag);
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delete targets;
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