refactor(Core/Misc): Use NpcFlag helpers (#19676)
* chore(Core/Misc): Use HasNpcFlag instead of HasFlag * extend to all npcflag helpers
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@@ -25,7 +25,7 @@ NullCreatureAI::NullCreatureAI(Creature* c) : CreatureAI(c) { me->SetReactState(
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int32 NullCreatureAI::Permissible(Creature const* creature)
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{
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if (creature->HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK))
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if (creature->HasNpcFlag(UNIT_NPC_FLAG_SPELLCLICK))
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return PERMIT_BASE_PROACTIVE + 50;
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if (creature->IsTrigger())
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@@ -2061,21 +2061,21 @@ void SmartScript::ProcessAction(SmartScriptHolder& e, Unit* unit, uint32 var0, u
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{
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for (WorldObject* target : targets)
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if (IsCreature(target))
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target->ToUnit()->SetUInt32Value(UNIT_NPC_FLAGS, e.action.unitFlag.flag);
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target->ToUnit()->ReplaceAllNpcFlags(NPCFlags(e.action.unitFlag.flag));
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break;
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}
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case SMART_ACTION_ADD_NPC_FLAG:
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{
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for (WorldObject* target : targets)
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if (IsCreature(target))
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target->ToUnit()->SetFlag(UNIT_NPC_FLAGS, e.action.unitFlag.flag);
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target->ToUnit()->SetNpcFlag(NPCFlags(e.action.unitFlag.flag));
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break;
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}
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case SMART_ACTION_REMOVE_NPC_FLAG:
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{
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for (WorldObject* target : targets)
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if (IsCreature(target))
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target->ToUnit()->RemoveFlag(UNIT_NPC_FLAGS, e.action.unitFlag.flag);
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target->ToUnit()->RemoveNpcFlag(NPCFlags(e.action.unitFlag.flag));
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break;
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}
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case SMART_ACTION_CROSS_CAST:
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