fix(Core/Scripts): Fix boss scripts resetting during death/defeat RP after threat system port (#25185)
Co-authored-by: blinkysc <blinkysc@users.noreply.github.com> Co-authored-by: Treeston <treeston.mmoc@gmail.com>
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@@ -472,7 +472,7 @@ void ScriptedAI::DoResetThreat(Unit* unit)
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void ScriptedAI::DoResetThreatList()
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{
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if (!me->CanHaveThreatList() || me->GetThreatMgr().IsThreatListEmpty())
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if (!me->CanHaveThreatList() || me->GetThreatMgr().IsThreatListEmpty(true))
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{
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LOG_ERROR("entities.unit.ai", "DoResetThreatList called for creature that either cannot have threat list or has empty threat list (me entry = {})", me->GetEntry());
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return;
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@@ -11419,12 +11419,8 @@ Unit* Creature::SelectVictim()
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Unit* target = nullptr;
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// Taunt handling is now done inside ThreatManager via TauntState
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if (CanHaveThreatList())
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{
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if (!m_threatManager.IsThreatListEmpty())
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target = m_threatManager.GetCurrentVictim();
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}
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target = m_threatManager.GetCurrentVictim();
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else if (!HasReactState(REACT_PASSIVE))
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{
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// we have player pet probably
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