Core/Spell: fix LoS checks for GameObject spells
Port From (https://github.com/TrinityCore/TrinityCore/commit/50fe2dc7e305fa32d30bac6ad0ced2e5647ac02b)
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@@ -275,6 +275,19 @@ namespace Game.Entities
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}
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}
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public uint GetRequireLOS() => type switch
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{
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GameObjectTypes.Button => Button.requireLOS,
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GameObjectTypes.QuestGiver => QuestGiver.requireLOS,
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GameObjectTypes.Chest => Chest.requireLOS,
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GameObjectTypes.Trap => Trap.requireLOS,
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GameObjectTypes.Goober => Goober.requireLOS,
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GameObjectTypes.FlagStand => FlagStand.requireLOS,
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GameObjectTypes.NewFlag => NewFlag.requireLOS,
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GameObjectTypes.GatheringNode => GatheringNode.requireLOS,
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_ => 0,
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};
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public uint GetLockId()
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{
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switch (type)
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