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refactor(Core/Object): adds consistency in the use of type object check (#19671)
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@@ -135,7 +135,7 @@ public:
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void KilledUnit(Unit* who) override
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{
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if (who->GetTypeId() == TYPEID_PLAYER)
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if (who->IsPlayer())
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Talk(SAY_KILL);
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}
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@@ -420,7 +420,7 @@ public:
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void SpellHit(Unit* caster, SpellInfo const* spell) override
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{
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if (spell->Id == SPELL_REMOVE_AMANI_CURSE && caster->GetTypeId() == TYPEID_PLAYER && me->GetEntry() == NPC_FOREST_FROG)
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if (spell->Id == SPELL_REMOVE_AMANI_CURSE && caster->IsPlayer() && me->GetEntry() == NPC_FOREST_FROG)
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{
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me->GetMotionMaster()->MoveIdle();
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me->SetFacingToObject(caster);
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