Core/Objects: Refactor private object checks into separate function
Port From (https://github.com/TrinityCore/TrinityCore/commit/f21270b987211041b95d6befa7192d313692920d)
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@@ -87,8 +87,8 @@ namespace Game.Combat
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uint redirectThreadPct = victim.GetRedirectThreatPercent();
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Unit redirectTarget = victim.GetRedirectThreatTarget();
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// If victim is personnal spawn, redirect all aggro to summoner
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if (victim.IsPrivateObject() && GetOwner().IsPrivateObject() && GetOwner().CanSeeOrDetect(victim))
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// If victim is personal spawn, redirect all aggro to summoner
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if (victim.IsPrivateObject() && (!GetOwner().IsPrivateObject() || !GetOwner().CheckPrivateObjectOwnerVisibility(victim)))
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{
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redirectThreadPct = 100;
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redirectTarget = Global.ObjAccessor.GetUnit(GetOwner(), victim.GetPrivateObjectOwner());
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