Core/Conditions: Prevent unneccessary copying condition list on every check
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@@ -150,7 +150,7 @@ class ConditionMgr
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bool isConditionTypeValid(Condition* cond);
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ConditionList GetConditionReferences(uint32 refId);
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bool IsPlayerMeetToConditions(Player* player, ConditionList conditions, Unit* invoker = NULL);
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bool IsPlayerMeetToConditions(Player* player, ConditionList const& conditions, Unit* invoker = NULL);
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ConditionList GetConditionsForNotGroupedEntry(ConditionSourceType sType, uint32 uEntry);
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ConditionList GetConditionsForVehicleSpell(uint32 creatureID, uint32 spellID);
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@@ -166,7 +166,7 @@ class ConditionMgr
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bool addToLootTemplate(Condition* cond, LootTemplate* loot);
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bool addToGossipMenus(Condition* cond);
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bool addToGossipMenuItems(Condition* cond);
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bool IsPlayerMeetToConditionList(Player* player, const ConditionList& conditions, Unit* invoker = NULL);
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bool IsPlayerMeetToConditionList(Player* player, ConditionList const& conditions, Unit* invoker = NULL);
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bool isGroupable(ConditionSourceType sourceType) const
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{
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