Core/Spells: rework part 2: Split up target selection logic
Port From (https://github.com/TrinityCore/TrinityCore/commit/52ae3c89d1d4dbcff309d940fd41c7212edc77b7)
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@@ -1916,7 +1916,7 @@ namespace Game.Maps
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if (!u.IsTargetableForAttack(false))
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return false;
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if (!i_obj.IsWithinDistInMap(u, i_range) || i_funit._IsValidAttackTarget(u, null, i_obj))
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if (!i_obj.IsWithinDistInMap(u, i_range) || i_funit.IsValidAttackTarget(u))
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return false;
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i_range = i_obj.GetDistance(u);
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@@ -2088,7 +2088,7 @@ namespace Game.Maps
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if (_spellInfo != null && _spellInfo.HasAttribute(SpellAttr3.OnlyTargetPlayers) && !u.IsPlayer())
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return false;
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if (!i_funit._IsValidAttackTarget(u, _spellInfo, i_obj.GetTypeId() == TypeId.DynamicObject ? i_obj : null))
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if (!i_funit.IsValidAttackTarget(u, _spellInfo))
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return false;
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float searchRadius = i_range;
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