Rogue Stealth corrections
A few corrections to the rogue stealth.
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@ -58,7 +58,6 @@ void AggressorAI::MoveInLineOfSight(Unit* u)
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if (!m_creature->getVictim())
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{
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AttackStart(u);
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u->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
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}
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else if (sMapStore.LookupEntry(m_creature->GetMapId())->IsDungeon())
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{
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@ -54,7 +54,6 @@ void GuardAI::MoveInLineOfSight(Unit* u)
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{
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// Need add code to let guard support player
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AttackStart(u);
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u->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
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}
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}
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}
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@ -67,7 +67,6 @@ void PetAI::MoveInLineOfSight(Unit* u)
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if (m_creature->IsWithinLOSInMap(u))
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{
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AttackStart(u);
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u->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
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}
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}
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}
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@ -1165,7 +1165,7 @@ void Spell::DoSpellHitOnUnit(Unit* unit, uint32 effectMask, bool isReflected)
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}
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// not break stealth by cast targeting
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if (!m_spellInfo->HasAttribute(SPELL_ATTR_EX_NOT_BREAK_STEALTH))
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if(!(m_spellInfo->AttributesEx & SPELL_ATTR_EX_NOT_BREAK_STEALTH) && m_spellInfo->Id != 51690 && m_spellInfo->Id != 53055)
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{ unit->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH); }
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// can cause back attack (if detected), stealth removed at Spell::cast if spell break it
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