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refactor(Core/Object): adds consistency in the use of type object check (#19671)
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@@ -75,7 +75,7 @@ struct boss_twilight_corrupter : public ScriptedAI
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void MoveInLineOfSight(Unit* who) override
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{
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if (!_introSpoken && who->GetTypeId() == TYPEID_PLAYER)
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if (!_introSpoken && who->IsPlayer())
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{
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_introSpoken = true;
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Talk(SAY_RESPAWN, who);
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@@ -102,7 +102,7 @@ struct boss_twilight_corrupter : public ScriptedAI
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void KilledUnit(Unit* victim) override
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{
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if (victim->GetTypeId() == TYPEID_PLAYER)
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if (victim->IsPlayer())
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{
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Talk(SAY_KILL, victim);
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DoCastSelf(SPELL_SWELL_OF_SOULS);
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