fix(Scripts/Pet): prevent recursive EnterEvadeMode in snake trap AI (#25217)
Co-authored-by: Claude Opus 4.6 <noreply@anthropic.com>
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@@ -68,14 +68,13 @@ struct npc_pet_hunter_snake_trap : public ScriptedAI
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void EnterEvadeMode(EvadeReason /*why*/) override
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void EnterEvadeMode(EvadeReason /*why*/) override
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{
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{
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// _EnterEvadeMode();
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// _EnterEvadeMode();
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me->AddUnitState(UNIT_STATE_EVADE);
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me->GetThreatMgr().ClearAllThreat();
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me->GetThreatMgr().ClearAllThreat();
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me->CombatStop(true);
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me->CombatStop(true);
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me->LoadCreaturesAddon(true);
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me->LoadCreaturesAddon(true);
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me->SetLootRecipient(nullptr);
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me->SetLootRecipient(nullptr);
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me->ResetPlayerDamageReq();
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me->ResetPlayerDamageReq();
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me->ClearLastLeashExtensionTimePtr();
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me->ClearLastLeashExtensionTimePtr();
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me->AddUnitState(UNIT_STATE_EVADE);
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me->GetMotionMaster()->MoveTargetedHome();
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me->GetMotionMaster()->MoveTargetedHome();
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Reset();
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Reset();
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