*Cleanup of charm/farsight code. Hope this can fix some crash bugs.
--HG-- branch : trunk
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+3
-9
@@ -899,17 +899,11 @@ class TRINITY_DLL_SPEC Player : public Unit
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void RemoveFromWorld();
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void SetViewport(uint64 guid, bool movable);
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void RemovePossess(bool attack = true);
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void StopCharmOrPossess()
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{
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if(isPossessing())
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RemovePossess(true);
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else if(GetCharm())
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Uncharm();
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}
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void StopCastingCharm() { Uncharm(); }
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void StopBindSight();
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WorldObject* GetFarsightTarget() const;
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void ClearFarsight();
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void RemoveFarsightTarget();
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void StopCastingBindSight();
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void SetFarsightTarget(WorldObject* target);
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// Controls if vision is currently on farsight object, updated in FAR_SIGHT opcode
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void SetFarsightVision(bool apply) { m_farsightVision = apply; }
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