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* Don't allow pets to attack in melee if owner is pacified. This applies for possessed "pets" as well.
* Use proper spell ID in unsummoning possessed units on channeling interrupt. * Allow only once to init pet bar for CharmInfo * Export CharmInfo to be available to scripts * Allow to disable the melee attack command when initializing the pet action bar --HG-- branch : trunk
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@@ -24,7 +24,7 @@
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void PossessedAI::AttackStart(Unit *u)
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{
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if( !u )
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if( !u || i_pet.GetCharmer()->HasAuraType(SPELL_AURA_MOD_PACIFY))
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return;
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if (i_pet.getVictim() && u != i_pet.getVictim())
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@@ -95,7 +95,7 @@ void PossessedAI::UpdateAI(const uint32 diff)
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_stopAttack(); // i_victimGuid == 0 && i_pet.getVictim() == NULL now
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return;
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}
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else if(i_pet.IsWithinCombatDist(i_pet.getVictim(), ATTACK_DISTANCE) && i_pet.isAttackReady())
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else if(i_pet.IsWithinCombatDist(i_pet.getVictim(), ATTACK_DISTANCE) && i_pet.isAttackReady() && !i_pet.GetCharmer()->HasAuraType(SPELL_AURA_MOD_PACIFY))
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{
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i_pet.AttackerStateUpdate(i_pet.getVictim());
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