Core/Spells: Removed unneeded phase check from spell casts, its already done in canSeeOrDetect for spells that need it. Probably more phase checks are not needed either
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@@ -1107,7 +1107,7 @@ void CreatureEventAI::UpdateAI(const uint32 diff)
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break;
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case EVENT_T_RANGE:
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if (me->getVictim())
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if (me->IsInMap(me->getVictim()))
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if (me->IsInMap(me->getVictim()) && me->InSamePhase(me->getVictim()))
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if (me->IsInRange(me->getVictim(), (float)(*i).Event.range.minDist, (float)(*i).Event.range.maxDist))
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ProcessEvent(*i);
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break;
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