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Hi, I'm Treeston, and welcome to Combat PR Prep Refactors.
Today, we're moving UNIT_FLAG_IMMUNE_TO_PC and UNIT_FLAG_IMMUNE_TO_NPC to higher-level abstraction so combat manager can react to it.
New methods on Unit:
- void SetImmuneTo<All/PC/NPC>(apply, keepCombat = false);
- bool IsImmuneTo<All/PC/NPC>() const;
(cherry picked from commit 74af880217)
This commit is contained in:
@@ -1992,8 +1992,7 @@ void Spell::EffectSummonType(SpellEffIndex effIndex)
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summon->SelectLevel(); // some summoned creaters have different from 1 DB data for level/hp
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summon->SetNpcFlags(NPCFlags(summon->GetCreatureTemplate()->npcflag & 0xFFFFFFFF));
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summon->SetNpcFlags2(NPCFlags2(summon->GetCreatureTemplate()->npcflag >> 32));
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summon->AddUnitFlag(UnitFlags(UNIT_FLAG_IMMUNE_TO_PC | UNIT_FLAG_IMMUNE_TO_NPC));
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summon->SetImmuneToAll(true);
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summon->AI()->EnterEvadeMode();
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break;
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