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Core/Items: Classify wands as ranged weapons (fixes wand shooting)
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@@ -328,7 +328,6 @@ class TC_GAME_API Item : public Object
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bool IsPotion() const { return GetTemplate()->IsPotion(); }
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bool IsVellum() const { return GetTemplate()->IsVellum(); }
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bool IsConjuredConsumable() const { return GetTemplate()->IsConjuredConsumable(); }
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bool IsRangedWeapon() const { return GetTemplate()->IsRangedWeapon(); }
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uint32 GetQuality() const { return _bonusData.Quality; }
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uint32 GetItemLevel(Player const* owner) const;
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static uint32 GetItemLevel(ItemTemplate const* itemTemplate, BonusData const& bonusData, uint32 level, uint32 fixedLevel,
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@@ -910,10 +910,20 @@ struct TC_GAME_API ItemTemplate
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bool IsRangedWeapon() const
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{
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return IsWeapon() &&
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(GetSubClass() == ITEM_SUBCLASS_WEAPON_BOW ||
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GetSubClass() == ITEM_SUBCLASS_WEAPON_GUN ||
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GetSubClass() == ITEM_SUBCLASS_WEAPON_CROSSBOW);
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if (!IsWeapon())
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return false;
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switch (ItemSubclassWeapon(GetSubClass()))
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{
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case ITEM_SUBCLASS_WEAPON_BOW:
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case ITEM_SUBCLASS_WEAPON_GUN:
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case ITEM_SUBCLASS_WEAPON_CROSSBOW:
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case ITEM_SUBCLASS_WEAPON_WAND:
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return true;
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default:
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break;
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}
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return false;
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}
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inline bool HasFlag(ItemFlags flag) const { return (ExtendedData->Flags[0] & flag) != 0; }
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