Core/Units: removed deprecated fake attacker state update from the core
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@@ -2121,49 +2121,6 @@ void Unit::AttackerStateUpdate(Unit* victim, WeaponAttackType attType, bool extr
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}
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}
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void Unit::FakeAttackerStateUpdate(Unit* victim, WeaponAttackType attType /*= BASE_ATTACK*/)
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{
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if (HasUnitState(UNIT_STATE_CANNOT_AUTOATTACK) || HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED))
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return;
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if (!victim->IsAlive())
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return;
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if ((attType == BASE_ATTACK || attType == OFF_ATTACK) && !IsWithinLOSInMap(victim))
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return;
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AtTargetAttacked(victim, true);
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RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::Attacking);
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if (attType != BASE_ATTACK && attType != OFF_ATTACK)
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return; // ignore ranged case
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if (GetTypeId() == TYPEID_UNIT && !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_POSSESSED) && !HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_DISABLE_TURN))
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SetFacingToObject(victim, false); // update client side facing to face the target (prevents visual glitches when casting untargeted spells)
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CalcDamageInfo damageInfo;
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damageInfo.attacker = this;
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damageInfo.target = victim;
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damageInfo.damageSchoolMask = GetMeleeDamageSchoolMask();
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damageInfo.attackType = attType;
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damageInfo.damage = 0;
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damageInfo.cleanDamage = 0;
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damageInfo.absorb = 0;
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damageInfo.resist = 0;
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damageInfo.blocked_amount = 0;
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damageInfo.TargetState = VICTIMSTATE_HIT;
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damageInfo.HitInfo = HITINFO_AFFECTS_VICTIM | HITINFO_NORMALSWING | HITINFO_FAKE_DAMAGE;
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if (attType == OFF_ATTACK)
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damageInfo.HitInfo |= HITINFO_OFFHAND;
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damageInfo.procAttacker = PROC_FLAG_NONE;
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damageInfo.procVictim = PROC_FLAG_NONE;
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damageInfo.hitOutCome = MELEE_HIT_NORMAL;
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SendAttackStateUpdate(&damageInfo);
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}
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void Unit::HandleProcExtraAttackFor(Unit* victim)
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{
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while (m_extraAttacks)
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@@ -13471,8 +13428,6 @@ void Unit::_ExitVehicle(Position const* exitPosition)
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else
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ToTempSummon()->UnSummon(2000); // Approximation
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}
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RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags2::AbandonVehicle);
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}
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bool Unit::IsFalling() const
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@@ -13803,13 +13758,6 @@ bool Unit::UpdatePosition(float x, float y, float z, float orientation, bool tel
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_positionUpdateInfo.Relocated = relocated;
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_positionUpdateInfo.Turned = turn;
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bool isInWater = IsInWater();
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if (!IsFalling() || isInWater || IsFlying())
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RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags2::Ground);
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if (isInWater)
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RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags2::Swimming);
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return (relocated || turn);
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}
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