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refactor(Core): use the WeaponAttackType enum (#23457)
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@@ -8179,7 +8179,7 @@ bool Unit::HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggere
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if (triggeredByAura->GetBase() && castItem->GetGUID() != triggeredByAura->GetBase()->GetCastItemGUID())
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return false;
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WeaponAttackType attType = WeaponAttackType(player->GetAttackBySlot(castItem->GetSlot()));
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WeaponAttackType attType = player->GetAttackBySlot(castItem->GetSlot());
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if ((attType != BASE_ATTACK && attType != OFF_ATTACK)
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|| (attType == BASE_ATTACK && procFlag & PROC_FLAG_DONE_OFFHAND_ATTACK)
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|| (attType == OFF_ATTACK && procFlag & PROC_FLAG_DONE_MAINHAND_ATTACK))
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@@ -8370,7 +8370,7 @@ bool Unit::HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggere
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if (!IsPlayer() || !victim || !victim->IsAlive() || !castItem || !castItem->IsEquipped())
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return false;
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WeaponAttackType attType = WeaponAttackType(Player::GetAttackBySlot(castItem->GetSlot()));
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WeaponAttackType attType = Player::GetAttackBySlot(castItem->GetSlot());
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if ((attType != BASE_ATTACK && attType != OFF_ATTACK)
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|| (attType == BASE_ATTACK && procFlag & PROC_FLAG_DONE_OFFHAND_ATTACK)
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|| (attType == OFF_ATTACK && procFlag & PROC_FLAG_DONE_MAINHAND_ATTACK))
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