Core/Unit: consider creatures with same faction to be on the same party/raid for the purposes of spell/aura targets
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@@ -2655,8 +2655,9 @@ namespace Game.Entities
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else if ((u2.IsTypeId(TypeId.Player) && u1.IsTypeId(TypeId.Unit) && u1.ToCreature().GetCreatureTemplate().TypeFlags.HasAnyFlag(CreatureTypeFlags.TreatAsRaidUnit)) ||
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else if ((u2.IsTypeId(TypeId.Player) && u1.IsTypeId(TypeId.Unit) && u1.ToCreature().GetCreatureTemplate().TypeFlags.HasAnyFlag(CreatureTypeFlags.TreatAsRaidUnit)) ||
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(u1.IsTypeId(TypeId.Player) && u2.IsTypeId(TypeId.Unit) && u2.ToCreature().GetCreatureTemplate().TypeFlags.HasAnyFlag(CreatureTypeFlags.TreatAsRaidUnit)))
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(u1.IsTypeId(TypeId.Player) && u2.IsTypeId(TypeId.Unit) && u2.ToCreature().GetCreatureTemplate().TypeFlags.HasAnyFlag(CreatureTypeFlags.TreatAsRaidUnit)))
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return true;
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return true;
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else
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return false;
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// else u1->GetTypeId() == u2->GetTypeId() == TYPEID_UNIT
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return u1.getFaction() == u2.getFaction();
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}
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}
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public bool IsInRaidWith(Unit unit)
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public bool IsInRaidWith(Unit unit)
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@@ -2674,8 +2675,9 @@ namespace Game.Entities
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else if ((u2.IsTypeId(TypeId.Player) && u1.IsTypeId(TypeId.Unit) && u1.ToCreature().GetCreatureTemplate().TypeFlags.HasAnyFlag(CreatureTypeFlags.TreatAsRaidUnit)) ||
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else if ((u2.IsTypeId(TypeId.Player) && u1.IsTypeId(TypeId.Unit) && u1.ToCreature().GetCreatureTemplate().TypeFlags.HasAnyFlag(CreatureTypeFlags.TreatAsRaidUnit)) ||
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(u1.IsTypeId(TypeId.Player) && u2.IsTypeId(TypeId.Unit) && u2.ToCreature().GetCreatureTemplate().TypeFlags.HasAnyFlag(CreatureTypeFlags.TreatAsRaidUnit)))
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(u1.IsTypeId(TypeId.Player) && u2.IsTypeId(TypeId.Unit) && u2.ToCreature().GetCreatureTemplate().TypeFlags.HasAnyFlag(CreatureTypeFlags.TreatAsRaidUnit)))
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return true;
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return true;
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else
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return false;
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// else u1->GetTypeId() == u2->GetTypeId() == TYPEID_UNIT
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return u1.getFaction() == u2.getFaction();
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}
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}
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public SheathState GetSheath() { return (SheathState)GetByteValue(UnitFields.Bytes2, UnitBytes2Offsets.SheathState); }
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public SheathState GetSheath() { return (SheathState)GetByteValue(UnitFields.Bytes2, UnitBytes2Offsets.SheathState); }
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