Core/Spells: Fix group member classification in SelectRandomInjuredTargets
Port From (https://github.com/TrinityCore/TrinityCore/commit/04d44bd3a081fdf1b13ff20cd97a399f0fdfc477)
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@@ -1093,7 +1093,7 @@ namespace Game.Scripting
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var tempTargets = targets.Select<WorldObject, (WorldObject, int)>(target =>
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var tempTargets = targets.Select<WorldObject, (WorldObject, int)>(target =>
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{
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{
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int negativePoints = 0;
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int negativePoints = 0;
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if (prioritizeGroupMembersOf != null && (!target.IsUnit() || target.ToUnit().IsInRaidWith(prioritizeGroupMembersOf)))
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if (prioritizeGroupMembersOf != null && (!target.IsUnit() || !target.ToUnit().IsInRaidWith(prioritizeGroupMembersOf)))
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negativePoints |= 1 << NOT_GROUPED;
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negativePoints |= 1 << NOT_GROUPED;
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if (prioritizePlayers && !target.IsPlayer() && (!target.IsCreature() || !target.ToCreature().IsTreatedAsRaidUnit()))
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if (prioritizePlayers && !target.IsPlayer() && (!target.IsCreature() || !target.ToCreature().IsTreatedAsRaidUnit()))
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