So, I came in trying to fix gameobject LoS. So I restructured some stuff.
Port From (https://github.com/TrinityCore/TrinityCore/commit/5392212799b669d91c80cf0e9539a3aaa2abbe79)
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@@ -2204,10 +2204,15 @@ namespace Game.Maps
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return 0;
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}
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public bool IsInLineOfSight(PhaseShift phaseShift, float x1, float y1, float z1, float x2, float y2, float z2, ModelIgnoreFlags ignoreFlags)
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public bool IsInLineOfSight(PhaseShift phaseShift, float x1, float y1, float z1, float x2, float y2, float z2, LineOfSightChecks checks, ModelIgnoreFlags ignoreFlags)
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{
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return Global.VMapMgr.IsInLineOfSight(PhasingHandler.GetTerrainMapId(phaseShift, this, x1, y1), x1, y1, z1, x2, y2, z2, ignoreFlags)
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&& _dynamicTree.IsInLineOfSight(new Vector3(x1, y1, z1), new Vector3(x2, y2, z2), phaseShift);
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if (checks.HasAnyFlag(LineOfSightChecks.Vmap) && Global.VMapMgr.IsInLineOfSight(PhasingHandler.GetTerrainMapId(phaseShift, this, x1, y1), x1, y1, z1, x2, y2, z2, ignoreFlags))
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return false;
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if (WorldConfig.GetBoolValue(WorldCfg.CheckGobjectLos) && checks.HasAnyFlag(LineOfSightChecks.Gobject) && _dynamicTree.IsInLineOfSight(new Vector3(x1, y1, z1), new Vector3(x2, y2, z2), phaseShift))
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return false;
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return true;
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}
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public bool GetObjectHitPos(PhaseShift phaseShift, float x1, float y1, float z1, float x2, float y2, float z2, out float rx, out float ry, out float rz, float modifyDist)
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