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AttackStart/AttackedBy use. Author: VladimirMangos
* Use AI::AttackStart calls only in case explicit request creature attack from core or AI code "attack it if can".
Like taunt, pet handler attack command.
* Use AI::AttackedBy for reaction at hostile action "do something at hostile action"
Like non-dot damage, swing, negative spell landing, or fade fear/etc.
And provided by default call AttackStart if no current target.
This fix some problems, like:
* Civilian will react propertly at attack by another creature (not pet or player).
* Will not cases (at least triggred by core) when attack target start run to attacker before any real hostile action apply.
*Note: AttackBy is still disabled until proved useful to TC.
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*Note: three tables are renamed.
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*"Fix Glowing Blood" is not merged. Outdated patch?
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*Use general react states to replace charminfo react states.
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*Some AI structure change.
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* Changed mangos website
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convert all files at once
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* Cache GM tickets on server startup.
* Remove unused src/game/HateMatrix.h and references.
* Better check client inventory pos data received in some client packets to
skip invalid cases
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* Changes include:
- Implementation of w12x's Outdoor PvP and Game Event Systems.
- Temporary removal of IRC Chat Bot (until infinite loop when disabled is fixed).
- All mangos -> trinity (to convert your mangos_string table, please run mangos_string_to_trinity_string.sql).
- Improved Config cleanup.
- And many more changes.
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