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refactor(Core/Misc): isEmpty to IsEmpty (#10011)
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@@ -416,7 +416,7 @@ void Unit::Update(uint32 p_time)
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// Check UNIT_STATE_MELEE_ATTACKING or UNIT_STATE_CHASE (without UNIT_STATE_FOLLOW in this case) so pets can reach far away
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// targets without stopping half way there and running off.
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// These flags are reset after target dies or another command is given.
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if (m_HostileRefMgr.isEmpty())
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if (m_HostileRefMgr.IsEmpty())
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{
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// m_CombatTimer set at aura start and it will be freeze until aura removing
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if (m_CombatTimer <= p_time)
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