Core/Auras: Recheck aura presence on target after calling linked events in charm and vehicle aura effect handlers.
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@@ -1564,7 +1564,7 @@ class Unit : public WorldObject
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void RemoveAllMinionsByEntry(uint32 entry);
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void SetCharm(Unit* target, bool apply);
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Unit* GetNextRandomRaidMemberOrPet(float radius);
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bool SetCharmedBy(Unit* charmer, CharmType type);
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bool SetCharmedBy(Unit* charmer, CharmType type, AuraApplication const * aurApp = NULL);
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void RemoveCharmedBy(Unit* charmer);
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void RestoreFaction();
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@@ -2028,8 +2028,8 @@ class Unit : public WorldObject
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bool m_ControlledByPlayer;
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bool CheckPlayerCondition(Player* pPlayer);
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void EnterVehicle(Unit *base, int8 seatId = -1, bool byAura = false) { EnterVehicle(base->GetVehicleKit(), seatId, byAura); }
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void EnterVehicle(Vehicle *vehicle, int8 seatId = -1, bool byAura = false);
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void EnterVehicle(Unit *base, int8 seatId = -1, AuraApplication const * aurApp = NULL) { EnterVehicle(base->GetVehicleKit(), seatId, aurApp); }
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void EnterVehicle(Vehicle *vehicle, int8 seatId = -1, AuraApplication const * aurApp = NULL);
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void ExitVehicle();
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void ChangeSeat(int8 seatId, bool next = true, bool byAura = false);
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