refactor(Core/Combat): DeleteThreatLists() become ClearAllThreat() (#11824)
refactor(Chore/Combat): DeleteThreatLists() become ClearAllThreat()
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@@ -43,14 +43,14 @@ void GuardAI::EnterEvadeMode(EvadeReason /*why*/)
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{
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me->GetMotionMaster()->MoveIdle();
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me->CombatStop(true);
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me->DeleteThreatList();
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me->GetThreatMgr().ClearAllThreat();
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return;
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}
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LOG_DEBUG("entities.unit", "Guard entry: {} enters evade mode.", me->GetEntry());
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me->RemoveAllAuras();
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me->DeleteThreatList();
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me->GetThreatMgr().ClearAllThreat();
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me->CombatStop(true);
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// Remove ChaseMovementGenerator from MotionMaster stack list, and add HomeMovementGenerator instead
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@@ -563,7 +563,7 @@ void PetAI::HandleReturnMovement()
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me->GetCharmInfo()->SetForcedTargetGUID();
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// xinef: remember that npcs summoned by npcs can also be pets
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me->DeleteThreatList();
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me->GetThreatMgr().ClearAllThreat();
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me->ClearInPetCombat();
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}
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@@ -305,7 +305,7 @@ bool CreatureAI::_EnterEvadeMode(EvadeReason /*why*/)
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me->ClearComboPointHolders(); // Remove all combo points targeting this unit
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// sometimes bosses stuck in combat?
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me->DeleteThreatList();
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me->GetThreatMgr().ClearAllThreat();
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me->CombatStop(true);
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me->LoadCreaturesAddon(true);
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me->SetLootRecipient(nullptr);
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@@ -201,7 +201,7 @@ void npc_escortAI::ReturnToLastPoint()
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void npc_escortAI::EnterEvadeMode(EvadeReason /*why*/)
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{
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me->RemoveAllAuras();
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me->DeleteThreatList();
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me->GetThreatMgr().ClearAllThreat();
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me->CombatStop(true);
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me->SetLootRecipient(nullptr);
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@@ -153,7 +153,7 @@ void FollowerAI::JustRespawned()
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void FollowerAI::EnterEvadeMode(EvadeReason /*why*/)
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{
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me->RemoveAllAuras();
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me->DeleteThreatList();
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me->GetThreatMgr().ClearAllThreat();
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me->CombatStop(true);
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me->SetLootRecipient(nullptr);
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