More cleanup of CanSeeOrDetect
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@@ -12393,9 +12393,9 @@ int32 Unit::ModifyPowerPct(Powers power, float pct, bool apply)
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return ModifyPower(power, (int32)amount - (int32)GetMaxPower(power));
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}
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bool Unit::isAlwaysVisibleFor(WorldObject const* seer) const
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bool Unit::IsAlwaysVisibleFor(WorldObject const* seer) const
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{
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if (WorldObject::isAlwaysVisibleFor(seer))
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if (WorldObject::IsAlwaysVisibleFor(seer))
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return true;
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// Always seen by owner
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@@ -12406,9 +12406,9 @@ bool Unit::isAlwaysVisibleFor(WorldObject const* seer) const
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return false;
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}
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bool Unit::isAlwaysDetectableFor(WorldObject const* seer) const
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bool Unit::IsAlwaysDetectableFor(WorldObject const* seer) const
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{
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if (WorldObject::isAlwaysDetectableFor(seer))
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if (WorldObject::IsAlwaysDetectableFor(seer))
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return true;
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if (HasAuraTypeWithCaster(SPELL_AURA_MOD_STALKED, seer->GetGUID()))
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@@ -2283,8 +2283,8 @@ class Unit : public WorldObject
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uint32 m_unitTypeMask;
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bool isAlwaysVisibleFor(WorldObject const* seer) const;
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bool isAlwaysDetectableFor(WorldObject const* seer) const;
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bool IsAlwaysVisibleFor(WorldObject const* seer) const;
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bool IsAlwaysDetectableFor(WorldObject const* seer) const;
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private:
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bool IsTriggeredAtSpellProcEvent(Unit* pVictim, Aura* aura, SpellInfo const* procSpell, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, bool isVictim, bool active, SpellProcEventEntry const* & spellProcEvent);
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bool HandleDummyAuraProc(Unit* pVictim, uint32 damage, AuraEffect* triggeredByAura, SpellInfo const* procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
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