Core/Items: Classify wands as ranged weapons (fixes wand shooting)
Port From (https://github.com/TrinityCore/TrinityCore/commit/bd87381eab32f0e136675ade503fe70285590803)
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@@ -2718,7 +2718,6 @@ namespace Game.Entities
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public bool IsPotion() { return GetTemplate().IsPotion(); }
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public bool IsPotion() { return GetTemplate().IsPotion(); }
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public bool IsVellum() { return GetTemplate().IsVellum(); }
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public bool IsVellum() { return GetTemplate().IsVellum(); }
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public bool IsConjuredConsumable() { return GetTemplate().IsConjuredConsumable(); }
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public bool IsConjuredConsumable() { return GetTemplate().IsConjuredConsumable(); }
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public bool IsRangedWeapon() { return GetTemplate().IsRangedWeapon(); }
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public ItemQuality GetQuality() { return _bonusData.Quality; }
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public ItemQuality GetQuality() { return _bonusData.Quality; }
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public int GetItemStatType(uint index)
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public int GetItemStatType(uint index)
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{
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{
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@@ -335,8 +335,21 @@ namespace Game.Entities
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public bool IsRangedWeapon()
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public bool IsRangedWeapon()
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{
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{
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return IsWeapon() && (GetSubClass() == (uint)ItemSubClassWeapon.Bow ||
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if (!IsWeapon())
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GetSubClass() == (uint)ItemSubClassWeapon.Gun || GetSubClass() == (uint)ItemSubClassWeapon.Crossbow);
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return false;
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switch ((ItemSubClassWeapon)GetSubClass())
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{
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case ItemSubClassWeapon.Bow:
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case ItemSubClassWeapon.Gun:
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case ItemSubClassWeapon.Crossbow:
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case ItemSubClassWeapon.Wand:
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return true;
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default:
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break;
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}
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return false;
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}
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}
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public uint MaxDurability;
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public uint MaxDurability;
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