Core/Player: Distinguish between ranged and non-ranged weapons in GetWeaponForAttack
Port From (https://github.com/TrinityCore/TrinityCore/commit/5517208b67cf5c0b8054067cee081e968e66694d)
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@@ -7559,9 +7559,13 @@ namespace Game.Entities
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item = GetUseableItemByPos(InventorySlots.Bag0, slot);
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item = GetUseableItemByPos(InventorySlots.Bag0, slot);
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else
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else
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item = GetItemByPos(InventorySlots.Bag0, slot);
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item = GetItemByPos(InventorySlots.Bag0, slot);
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if (item == null || item.GetTemplate().GetClass() != ItemClass.Weapon)
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if (item == null || item.GetTemplate().GetClass() != ItemClass.Weapon)
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return null;
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return null;
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if ((attackType == WeaponAttackType.RangedAttack) != item.GetTemplate().IsRangedWeapon())
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return null;
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if (!useable)
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if (!useable)
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return item;
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return item;
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