[8195] Add spell check data for dummy effect tail... Author: VladimirMangos
--HG-- branch : trunk
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@@ -1502,7 +1502,7 @@ void Spell::EffectDummy(uint32 i)
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m_caster->CastSpell(unitTarget, 5940, true);
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return;
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}
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case 14185: // Preparation Rogue
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case 14185: // Preparation
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{
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if(m_caster->GetTypeId()!=TYPEID_PLAYER)
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return;
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@@ -1530,7 +1530,7 @@ void Spell::EffectDummy(uint32 i)
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case SPELLFAMILY_HUNTER:
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switch(m_spellInfo->Id)
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{
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case 23989: //Readiness talent
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case 23989: // Readiness talent
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{
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if(m_caster->GetTypeId()!=TYPEID_PLAYER)
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return;
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@@ -1688,8 +1688,8 @@ void Spell::EffectDummy(uint32 i)
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}
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break;
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case SPELLFAMILY_SHAMAN:
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//Shaman Rockbiter Weapon
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if (m_spellInfo->SpellFamilyFlags.IsEqual(0x400000))
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// Rockbiter Weapon
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if (m_spellInfo->SpellFamilyFlags[0] & 0x400000)
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{
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// TODO: use expect spell for enchant (if exist talent)
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// In 3.0.3 no mods present for rockbiter
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@@ -1762,8 +1762,7 @@ void Spell::EffectDummy(uint32 i)
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if(!unitTarget || unitTarget->getPowerType() != POWER_MANA)
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return;
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// Glyph of Mana Tide
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Unit *owner = m_caster->GetOwner();
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if (owner)
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if(Unit *owner = m_caster->GetOwner())
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if (AuraEffect *dummy = owner->GetDummyAura(55441))
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damage+=dummy->GetAmount();
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// Regenerate 6% of Total Mana Every 3 secs
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