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@@ -188,7 +188,7 @@ struct ActionButton
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#define MAX_ACTION_BUTTONS 144 //checked in 3.2.0
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typedef std::map<uint8,ActionButton> ActionButtonList;
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typedef std::map<uint8, ActionButton> ActionButtonList;
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struct PlayerCreateInfoItem
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{
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@@ -238,7 +238,7 @@ typedef std::list<PlayerCreateInfoAction> PlayerCreateInfoActions;
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struct PlayerInfo
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{
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// existence checked by displayId != 0
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PlayerInfo() : displayId_m(0),displayId_f(0),levelInfo(NULL)
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PlayerInfo() : displayId_m(0), displayId_f(0), levelInfo(NULL)
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{
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}
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@@ -687,8 +687,8 @@ enum TransferAbortReason
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TRANSFER_ABORT_NOT_FOUND = 0x03, // Transfer Aborted: instance not found
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TRANSFER_ABORT_TOO_MANY_INSTANCES = 0x04, // You have entered too many instances recently.
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TRANSFER_ABORT_ZONE_IN_COMBAT = 0x06, // Unable to zone in while an encounter is in progress.
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TRANSFER_ABORT_INSUF_EXPAN_LVL = 0x07, // You must have <TBC,WotLK> expansion installed to access this area.
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TRANSFER_ABORT_DIFFICULTY = 0x08, // <Normal,Heroic,Epic> difficulty mode is not available for %s.
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TRANSFER_ABORT_INSUF_EXPAN_LVL = 0x07, // You must have <TBC, WotLK> expansion installed to access this area.
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TRANSFER_ABORT_DIFFICULTY = 0x08, // <Normal, Heroic, Epic> difficulty mode is not available for %s.
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TRANSFER_ABORT_UNIQUE_MESSAGE = 0x09, // Until you've escaped TLK's grasp, you cannot leave this place!
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TRANSFER_ABORT_TOO_MANY_REALM_INSTANCES = 0x0A, // Additional instances cannot be launched, please try again later.
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TRANSFER_ABORT_NEED_GROUP = 0x0B, // 3.1
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@@ -890,7 +890,7 @@ class PlayerTaxi
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else
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return false;
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}
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void AppendTaximaskTo(ByteBuffer& data,bool all);
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void AppendTaximaskTo(ByteBuffer& data, bool all);
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// Destinations
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bool LoadTaxiDestinationsFromString(const std::string& values, uint32 team);
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@@ -1086,8 +1086,8 @@ class Player : public Unit, public GridObject<Player>
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bool ToggleAFK();
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bool ToggleDND();
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bool isAFK() const { return HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_AFK); }
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bool isDND() const { return HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_DND); }
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bool isAFK() const { return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK); }
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bool isDND() const { return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND); }
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uint8 chatTag() const;
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std::string afkMsg;
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std::string dndMsg;
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@@ -1131,7 +1131,7 @@ class Player : public Unit, public GridObject<Player>
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void setDeathState(DeathState s); // overwrite Unit::setDeathState
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void InnEnter (time_t time,uint32 mapid, float x,float y,float z)
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void InnEnter (time_t time, uint32 mapid, float x, float y, float z)
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{
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inn_pos_mapid = mapid;
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inn_pos_x = x;
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@@ -1162,7 +1162,7 @@ class Player : public Unit, public GridObject<Player>
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void Say(const std::string& text, const uint32 language);
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void Yell(const std::string& text, const uint32 language);
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void TextEmote(const std::string& text);
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void Whisper(const std::string& text, const uint32 language,uint64 receiver);
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void Whisper(const std::string& text, const uint32 language, uint64 receiver);
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void BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const;
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/*********************************************************/
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@@ -1189,12 +1189,12 @@ class Player : public Unit, public GridObject<Player>
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Item* GetShield(bool useable = false) const;
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static uint8 GetAttackBySlot(uint8 slot); // MAX_ATTACK if not weapon slot
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std::vector<Item *> &GetItemUpdateQueue() { return m_itemUpdateQueue; }
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static bool IsInventoryPos(uint16 pos) { return IsInventoryPos(pos >> 8,pos & 255); }
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static bool IsInventoryPos(uint16 pos) { return IsInventoryPos(pos >> 8, pos & 255); }
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static bool IsInventoryPos(uint8 bag, uint8 slot);
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static bool IsEquipmentPos(uint16 pos) { return IsEquipmentPos(pos >> 8,pos & 255); }
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static bool IsEquipmentPos(uint16 pos) { return IsEquipmentPos(pos >> 8, pos & 255); }
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static bool IsEquipmentPos(uint8 bag, uint8 slot);
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static bool IsBagPos(uint16 pos);
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static bool IsBankPos(uint16 pos) { return IsBankPos(pos >> 8,pos & 255); }
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static bool IsBankPos(uint16 pos) { return IsBankPos(pos >> 8, pos & 255); }
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static bool IsBankPos(uint8 bag, uint8 slot);
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bool IsValidPos(uint16 pos, bool explicit_pos) { return IsValidPos(pos >> 8, pos & 255, explicit_pos); }
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bool IsValidPos(uint8 bag, uint8 slot, bool explicit_pos);
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@@ -1205,8 +1205,8 @@ class Player : public Unit, public GridObject<Player>
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bool CanNoReagentCast(SpellEntry const* spellInfo) const;
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bool HasItemOrGemWithIdEquipped(uint32 item, uint32 count, uint8 except_slot = NULL_SLOT) const;
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bool HasItemOrGemWithLimitCategoryEquipped(uint32 limitCategory, uint32 count, uint8 except_slot = NULL_SLOT) const;
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InventoryResult CanTakeMoreSimilarItems(Item* pItem) const { return _CanTakeMoreSimilarItems(pItem->GetEntry(),pItem->GetCount(),pItem); }
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InventoryResult CanTakeMoreSimilarItems(uint32 entry, uint32 count) const { return _CanTakeMoreSimilarItems(entry,count,NULL); }
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InventoryResult CanTakeMoreSimilarItems(Item* pItem) const { return _CanTakeMoreSimilarItems(pItem->GetEntry(), pItem->GetCount(), pItem); }
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InventoryResult CanTakeMoreSimilarItems(uint32 entry, uint32 count) const { return _CanTakeMoreSimilarItems(entry, count, NULL); }
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InventoryResult CanStoreNewItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 item, uint32 count, uint32* no_space_count = NULL) const
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{
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return _CanStoreItem(bag, slot, dest, item, count, NULL, false, no_space_count);
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@@ -1219,7 +1219,7 @@ class Player : public Unit, public GridObject<Player>
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return _CanStoreItem(bag, slot, dest, pItem->GetEntry(), count, pItem, swap, NULL);
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}
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InventoryResult CanStoreItems(Item** pItem,int count) const;
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InventoryResult CanStoreItems(Item** pItem, int count) const;
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InventoryResult CanEquipNewItem(uint8 slot, uint16& dest, uint32 item, bool swap) const;
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InventoryResult CanEquipItem(uint8 slot, uint16& dest, Item *pItem, bool swap, bool not_loading = true) const;
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@@ -1240,7 +1240,7 @@ class Player : public Unit, public GridObject<Player>
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void AutoUnequipOffhandIfNeed(bool force = false);
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bool StoreNewItemInBestSlots(uint32 item_id, uint32 item_count);
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void AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast = false);
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void AutoStoreLoot(uint32 loot_id, LootStore const& store, bool broadcast = false) { AutoStoreLoot(NULL_BAG,NULL_SLOT,loot_id,store,broadcast); }
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void AutoStoreLoot(uint32 loot_id, LootStore const& store, bool broadcast = false) { AutoStoreLoot(NULL_BAG, NULL_SLOT, loot_id, store, broadcast); }
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void StoreLootItem(uint8 lootSlot, Loot* loot);
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InventoryResult _CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count = NULL) const;
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@@ -1289,7 +1289,7 @@ class Player : public Unit, public GridObject<Player>
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bool IsUseEquipedWeapon(bool mainhand) const
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{
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// disarm applied only to mainhand weapon
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return !IsInFeralForm() && (!mainhand || !HasFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISARMED));
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return !IsInFeralForm() && (!mainhand || !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISARMED));
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}
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bool IsTwoHandUsed() const
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{
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@@ -1473,7 +1473,7 @@ class Player : public Unit, public GridObject<Player>
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static float GetFloatValueFromArray(Tokens const& data, uint16 index);
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static uint32 GetZoneIdFromDB(uint64 guid);
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static uint32 GetLevelFromDB(uint64 guid);
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static bool LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid);
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static bool LoadPositionFromDB(uint32& mapid, float& x, float& y, float& z, float& o, bool& in_flight, uint64 guid);
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static bool IsValidGender(uint8 Gender) { return Gender <= GENDER_FEMALE ; }
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@@ -1485,10 +1485,10 @@ class Player : public Unit, public GridObject<Player>
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void SaveInventoryAndGoldToDB(SQLTransaction& trans); // fast save function for item/money cheating preventing
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void SaveGoldToDB(SQLTransaction& trans);
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static void SetUInt32ValueInArray(Tokens& data,uint16 index, uint32 value);
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static void SetFloatValueInArray(Tokens& data,uint16 index, float value);
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static void SetUInt32ValueInArray(Tokens& data, uint16 index, uint32 value);
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static void SetFloatValueInArray(Tokens& data, uint16 index, float value);
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static void Customize(uint64 guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair);
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static void SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid);
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static void SavePositionInDB(uint32 mapid, float x, float y, float z, float o, uint32 zone, uint64 guid);
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static void DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars = true, bool deleteFinally = false);
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static void DeleteOldCharacters();
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@@ -1500,7 +1500,7 @@ class Player : public Unit, public GridObject<Player>
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void SetBindPoint(uint64 guid);
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void SendTalentWipeConfirm(uint64 guid);
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void ResetPetTalents();
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void CalcRage(uint32 damage,bool attacker);
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void CalcRage(uint32 damage, bool attacker);
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void RegenerateAll();
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void Regenerate(Powers power);
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void RegenerateHealth();
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@@ -1707,7 +1707,7 @@ class Player : public Unit, public GridObject<Player>
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m_resurrectHealth = health;
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m_resurrectMana = mana;
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}
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void clearResurrectRequestData() { setResurrectRequestData(0,0,0.0f,0.0f,0.0f,0,0); }
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void clearResurrectRequestData() { setResurrectRequestData(0, 0, 0.0f, 0.0f, 0.0f, 0, 0); }
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bool isRessurectRequestedBy(uint64 guid) const { return m_resurrectGUID == guid; }
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bool isRessurectRequested() const { return m_resurrectGUID != 0; }
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void ResurectUsingRequestData();
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@@ -1737,7 +1737,7 @@ class Player : public Unit, public GridObject<Player>
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(*itr)->SetPvP(state);
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}
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void UpdatePvP(bool state, bool override=false);
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void UpdateZone(uint32 newZone,uint32 newArea);
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void UpdateZone(uint32 newZone, uint32 newArea);
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void UpdateArea(uint32 newArea);
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void UpdateZoneDependentAuras(uint32 zone_id); // zones
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@@ -1766,7 +1766,7 @@ class Player : public Unit, public GridObject<Player>
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bool IsInSameRaidWith(Player const* p) const { return p == this || (GetGroup() != NULL && GetGroup() == p->GetGroup()); }
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void UninviteFromGroup();
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static void RemoveFromGroup(Group* group, uint64 guid, RemoveMethod method = GROUP_REMOVEMETHOD_DEFAULT, uint64 kicker = 0 , const char* reason = NULL);
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void RemoveFromGroup(RemoveMethod method = GROUP_REMOVEMETHOD_DEFAULT) { RemoveFromGroup(GetGroup(),GetGUID(), method); }
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void RemoveFromGroup(RemoveMethod method = GROUP_REMOVEMETHOD_DEFAULT) { RemoveFromGroup(GetGroup(), GetGUID(), method); }
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void SendUpdateToOutOfRangeGroupMembers();
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void SetInGuild(uint32 GuildId) { SetUInt32Value(PLAYER_GUILDID, GuildId); }
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@@ -1992,7 +1992,7 @@ class Player : public Unit, public GridObject<Player>
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void UpdateSkillsForLevel();
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void UpdateSkillsToMaxSkillsForLevel(); // for .levelup
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void ModifySkillBonus(uint32 skillid,int32 val, bool talent);
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void ModifySkillBonus(uint32 skillid, int32 val, bool talent);
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/*********************************************************/
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/*** PVP SYSTEM ***/
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@@ -2044,11 +2044,11 @@ class Player : public Unit, public GridObject<Player>
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void _ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, AuraEffect const * aura, bool apply);
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void _ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, AuraEffect const * aura, bool apply);
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void _ApplyItemMods(Item *item,uint8 slot,bool apply);
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void _ApplyItemMods(Item *item, uint8 slot, bool apply);
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void _RemoveAllItemMods();
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void _ApplyAllItemMods();
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void _ApplyAllLevelScaleItemMods(bool apply);
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void _ApplyItemBonuses(ItemTemplate const *proto,uint8 slot,bool apply, bool only_level_scale = false);
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void _ApplyItemBonuses(ItemTemplate const *proto, uint8 slot, bool apply, bool only_level_scale = false);
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void _ApplyWeaponDamage(uint8 slot, ItemTemplate const *proto, ScalingStatValuesEntry const *ssv, bool apply);
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void _ApplyAmmoBonuses();
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bool EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot);
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@@ -2060,7 +2060,7 @@ class Player : public Unit, public GridObject<Player>
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void ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change = false);
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void UpdateEquipSpellsAtFormChange();
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void CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx);
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void CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 cast_count, uint32 glyphIndex);
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void CastItemUseSpell(Item *item, SpellCastTargets const& targets, uint8 cast_count, uint32 glyphIndex);
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void CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item *item, ItemTemplate const * proto);
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void SendEquipmentSetList();
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@@ -2225,7 +2225,7 @@ class Player : public Unit, public GridObject<Player>
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/*********************************************************/
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/*** VARIOUS SYSTEMS ***/
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/*********************************************************/
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void UpdateFallInformationIfNeed(MovementInfo const& minfo,uint16 opcode);
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void UpdateFallInformationIfNeed(MovementInfo const& minfo, uint16 opcode);
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Unit *m_mover;
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WorldObject *m_seer;
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void SetFallInformation(uint32 time, float z)
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@@ -2759,8 +2759,8 @@ class Player : public Unit, public GridObject<Player>
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uint32 _pendingBindTimer;
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};
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void AddItemsSetItem(Player*player,Item *item);
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void RemoveItemsSetItem(Player*player,ItemTemplate const *proto);
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void AddItemsSetItem(Player*player, Item *item);
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void RemoveItemsSetItem(Player*player, ItemTemplate const *proto);
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// "the bodies of template functions must be made available in a header file"
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template <class T> T Player::ApplySpellMod(uint32 spellId, SpellModOp op, T &basevalue, Spell* spell)
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