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[11901] Prevent EVENT_T_TIMER_OCC to expire while evading
Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
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02101dc111
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3 changed files with 4 additions and 8 deletions
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@ -156,7 +156,7 @@ bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pAction
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pHolder.UpdateRepeatTimer(m_creature,event.timer.repeatMin,event.timer.repeatMax);
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break;
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case EVENT_T_TIMER_OOC:
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if (m_creature->isInCombat())
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if (m_creature->isInCombat() || m_creature->IsInEvadeMode())
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return false;
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//Repeat Timers
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@ -1136,10 +1136,6 @@ void CreatureEventAI::UpdateAI(const uint32 diff)
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//Check if we are in combat (also updates calls threat update code)
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bool Combat = m_creature->SelectHostileTarget() && m_creature->getVictim();
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//Must return if creature isn't alive. Normally select hostil target and get victim prevent this
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if (!m_creature->isAlive())
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return;
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if (!m_bEmptyList)
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{
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//Events are only updated once every EVENT_UPDATE_TIME ms to prevent lag with large amount of events
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