Core/Phases:
- Implemented CONDITION_SOURCE_TYPE_PHASE (26) - Implemented phase_area DB table to link phases to specific areas using conditions - updated logic to correctly handle phases gained from auras and areas (they should not remove each other's phases)
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@@ -14734,12 +14734,12 @@ float Unit::MeleeSpellMissChance(const Unit* victim, WeaponAttackType attType, u
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return missChance;
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}
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void Unit::SetInPhase(uint32 id, bool update, bool apply)
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bool Unit::SetInPhase(uint32 id, bool update, bool apply)
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{
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WorldObject::SetInPhase(id, update, apply);
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bool res = WorldObject::SetInPhase(id, update, apply);
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if (!IsInWorld())
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return;
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return res;
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if (GetTypeId() == TYPEID_UNIT || (!ToPlayer()->IsGameMaster() && !ToPlayer()->GetSession()->PlayerLogout()))
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{
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@@ -14782,6 +14782,8 @@ void Unit::SetInPhase(uint32 id, bool update, bool apply)
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summon->SetInPhase(id, true, apply);
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RemoveNotOwnSingleTargetAuras(0, true);
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return res;
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}
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void Unit::UpdateObjectVisibility(bool forced)
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