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refactor(Core): Make more use of helpers. (#19835)
* Init. * Reword. * Update codestyle script. Co-Authored-By: Kitzunu <24550914+Kitzunu@users.noreply.github.com> * Add gameobject type ID check, reorder checks. * Add helper/codestyle check for unit type. * `IsUnit()` -> `IsCreature()` * Add `IsUnit()` method. * Use type mask. https: //github.com/TrinityCore/TrinityCore/commit/cc71da35b5dc74abf71f8691161525a23d870bb5 Co-Authored-By: Giacomo Pozzoni <giacomopoz@gmail.com> Co-Authored-By: Ovahlord <18347559+Ovahlord@users.noreply.github.com> * Replace instances of `isType` with `IsUnit`. --------- Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com> Co-authored-by: Giacomo Pozzoni <giacomopoz@gmail.com> Co-authored-by: Ovahlord <18347559+Ovahlord@users.noreply.github.com>
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@@ -606,7 +606,7 @@ class spell_dk_dancing_rune_weapon : public AuraScript
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bool CheckProc(ProcEventInfo& eventInfo)
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{
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if (!eventInfo.GetActor() || !eventInfo.GetActionTarget() || !eventInfo.GetActionTarget()->IsAlive() || eventInfo.GetActor()->GetTypeId() != TYPEID_PLAYER)
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if (!eventInfo.GetActor() || !eventInfo.GetActionTarget() || !eventInfo.GetActionTarget()->IsAlive() || !eventInfo.GetActor()->IsPlayer())
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return false;
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SpellInfo const* spellInfo = eventInfo.GetSpellInfo();
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