Core/Spells: rework part 5: GameObject casting
Port From (https://github.com/TrinityCore/TrinityCore/commit/962f6d7988b9003e550f6745be7cff812e9d8efa)
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@@ -540,7 +540,7 @@ namespace Game
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return;
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// always invisible or hidden faction can't change war state
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if (factionState.Flags.HasFlag(ReputationFlags.Hidden | ReputationFlags.Header))
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if (factionState.Flags.HasAnyFlag(ReputationFlags.Hidden | ReputationFlags.Header))
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return;
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SetAtWar(factionState, on);
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@@ -577,7 +577,7 @@ namespace Game
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void SetInactive(FactionState faction, bool inactive)
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{
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// always invisible or hidden faction can't be inactive
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if (faction.Flags.HasFlag(ReputationFlags.Hidden | ReputationFlags.Header) || !faction.Flags.HasFlag(ReputationFlags.Visible))
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if (faction.Flags.HasAnyFlag(ReputationFlags.Hidden | ReputationFlags.Header) || !faction.Flags.HasFlag(ReputationFlags.Visible))
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return;
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// already set
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