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fix(Core/Misc): Change const to be after type name (#10591)
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@@ -529,21 +529,21 @@ public:
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MapInstanced* ToMapInstanced() { if (Instanceable()) return reinterpret_cast<MapInstanced*>(this); else return nullptr; }
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[[nodiscard]] const MapInstanced* ToMapInstanced() const { if (Instanceable()) return (const MapInstanced*)((MapInstanced*)this); else return nullptr; }
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[[nodiscard]] MapInstanced const* ToMapInstanced() const { if (Instanceable()) return (const MapInstanced*)((MapInstanced*)this); else return nullptr; }
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InstanceMap* ToInstanceMap() { if (IsDungeon()) return reinterpret_cast<InstanceMap*>(this); else return nullptr; }
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[[nodiscard]] const InstanceMap* ToInstanceMap() const { if (IsDungeon()) return (const InstanceMap*)((InstanceMap*)this); else return nullptr; }
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[[nodiscard]] InstanceMap const* ToInstanceMap() const { if (IsDungeon()) return (const InstanceMap*)((InstanceMap*)this); else return nullptr; }
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BattlegroundMap* ToBattlegroundMap() { if (IsBattlegroundOrArena()) return reinterpret_cast<BattlegroundMap*>(this); else return nullptr; }
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[[nodiscard]] const BattlegroundMap* ToBattlegroundMap() const { if (IsBattlegroundOrArena()) return reinterpret_cast<BattlegroundMap const*>(this); return nullptr; }
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[[nodiscard]] BattlegroundMap const* ToBattlegroundMap() const { if (IsBattlegroundOrArena()) return reinterpret_cast<BattlegroundMap const*>(this); return nullptr; }
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float GetWaterOrGroundLevel(uint32 phasemask, float x, float y, float z, float* ground = nullptr, bool swim = false, float collisionHeight = DEFAULT_COLLISION_HEIGHT) const;
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[[nodiscard]] float GetHeight(uint32 phasemask, float x, float y, float z, bool vmap = true, float maxSearchDist = DEFAULT_HEIGHT_SEARCH) const;
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[[nodiscard]] bool isInLineOfSight(float x1, float y1, float z1, float x2, float y2, float z2, uint32 phasemask, LineOfSightChecks checks) const;
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bool CanReachPositionAndGetValidCoords(const WorldObject* source, PathGenerator *path, float &destX, float &destY, float &destZ, bool failOnCollision = true, bool failOnSlopes = true) const;
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bool CanReachPositionAndGetValidCoords(const WorldObject* source, float &destX, float &destY, float &destZ, bool failOnCollision = true, bool failOnSlopes = true) const;
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bool CanReachPositionAndGetValidCoords(const WorldObject* source, float startX, float startY, float startZ, float &destX, float &destY, float &destZ, bool failOnCollision = true, bool failOnSlopes = true) const;
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bool CheckCollisionAndGetValidCoords(const WorldObject* source, float startX, float startY, float startZ, float &destX, float &destY, float &destZ, bool failOnCollision = true) const;
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bool CanReachPositionAndGetValidCoords(WorldObject const* source, PathGenerator *path, float &destX, float &destY, float &destZ, bool failOnCollision = true, bool failOnSlopes = true) const;
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bool CanReachPositionAndGetValidCoords(WorldObject const* source, float &destX, float &destY, float &destZ, bool failOnCollision = true, bool failOnSlopes = true) const;
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bool CanReachPositionAndGetValidCoords(WorldObject const* source, float startX, float startY, float startZ, float &destX, float &destY, float &destZ, bool failOnCollision = true, bool failOnSlopes = true) const;
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bool CheckCollisionAndGetValidCoords(WorldObject const* source, float startX, float startY, float startZ, float &destX, float &destY, float &destZ, bool failOnCollision = true) const;
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void Balance() { _dynamicTree.balance(); }
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void RemoveGameObjectModel(const GameObjectModel& model) { _dynamicTree.remove(model); }
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void InsertGameObjectModel(const GameObjectModel& model) { _dynamicTree.insert(model); }
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