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[3.3.5] Combat/Threat rewrite - prep & refactor (#19966)
* Combat/Threat rewrite (PR #19930) prep work. Mostly refactors, and a compatibility layer on ThreatManager/HostileReference that allows scripts to be changed already.
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@@ -217,10 +217,10 @@ void ObjectGridStoper::Visit(CreatureMapType &m)
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for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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{
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iter->GetSource()->RemoveAllDynObjects();
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if (iter->GetSource()->IsInCombat() || !iter->GetSource()->getThreatManager().areThreatListsEmpty())
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if (iter->GetSource()->IsInCombat() || !iter->GetSource()->GetThreatManager().areThreatListsEmpty())
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{
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iter->GetSource()->CombatStop();
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iter->GetSource()->DeleteThreatList();
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iter->GetSource()->GetThreatManager().ClearAllThreat();
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iter->GetSource()->AI()->EnterEvadeMode();
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}
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}
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