Add spaces after commas
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@@ -152,7 +152,7 @@ enum SpellFacingFlags
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#define BASE_MAXDAMAGE 2.0f
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#define BASE_ATTACK_TIME 2000
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// byte value (UNIT_FIELD_BYTES_1,0)
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// byte value (UNIT_FIELD_BYTES_1, 0)
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enum UnitStandStateType
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{
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UNIT_STAND_STATE_STAND = 0,
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@@ -167,7 +167,7 @@ enum UnitStandStateType
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UNIT_STAND_STATE_SUBMERGED = 9
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};
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// byte flag value (UNIT_FIELD_BYTES_1,2)
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// byte flag value (UNIT_FIELD_BYTES_1, 2)
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enum UnitStandFlags
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{
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UNIT_STAND_FLAGS_UNK1 = 0x01,
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@@ -178,7 +178,7 @@ enum UnitStandFlags
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UNIT_STAND_FLAGS_ALL = 0xFF
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};
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// byte flags value (UNIT_FIELD_BYTES_1,3)
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// byte flags value (UNIT_FIELD_BYTES_1, 3)
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enum UnitBytes1_Flags
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{
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UNIT_BYTE1_FLAG_ALWAYS_STAND = 0x01,
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@@ -982,7 +982,7 @@ enum CommandStates
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#define UNIT_ACTION_BUTTON_ACTION(X) (uint32(X) & 0x00FFFFFF)
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#define UNIT_ACTION_BUTTON_TYPE(X) ((uint32(X) & 0xFF000000) >> 24)
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#define MAKE_UNIT_ACTION_BUTTON(A,T) (uint32(A) | (uint32(T) << 24))
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#define MAKE_UNIT_ACTION_BUTTON(A, T) (uint32(A) | (uint32(T) << 24))
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struct UnitActionBarEntry
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{
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@@ -1001,12 +1001,12 @@ struct UnitActionBarEntry
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void SetActionAndType(uint32 action, ActiveStates type)
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{
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packedData = MAKE_UNIT_ACTION_BUTTON(action,type);
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packedData = MAKE_UNIT_ACTION_BUTTON(action, type);
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}
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void SetType(ActiveStates type)
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{
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packedData = MAKE_UNIT_ACTION_BUTTON(UNIT_ACTION_BUTTON_ACTION(packedData),type);
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packedData = MAKE_UNIT_ACTION_BUTTON(UNIT_ACTION_BUTTON_ACTION(packedData), type);
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}
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void SetAction(uint32 action)
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@@ -1061,9 +1061,9 @@ struct CharmInfo
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void LoadPetActionBar(const std::string& data);
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void BuildActionBar(WorldPacket* data);
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void SetSpellAutocast(uint32 spell_id, bool state);
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void SetActionBar(uint8 index, uint32 spellOrAction,ActiveStates type)
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void SetActionBar(uint8 index, uint32 spellOrAction, ActiveStates type)
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{
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PetActionBar[index].SetActionAndType(spellOrAction,type);
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PetActionBar[index].SetActionAndType(spellOrAction, type);
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}
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UnitActionBarEntry const* GetActionBarEntry(uint8 index) const { return &(PetActionBar[index]); }
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@@ -1168,14 +1168,14 @@ class Unit : public WorldObject
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DiminishingLevels GetDiminishing(DiminishingGroup group);
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void IncrDiminishing(DiminishingGroup group);
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float ApplyDiminishingToDuration(DiminishingGroup group, int32 &duration,Unit* caster, DiminishingLevels Level, int32 limitduration);
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float ApplyDiminishingToDuration(DiminishingGroup group, int32 &duration, Unit* caster, DiminishingLevels Level, int32 limitduration);
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void ApplyDiminishingAura(DiminishingGroup group, bool apply);
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void ClearDiminishings() { m_Diminishing.clear(); }
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//target dependent range checks
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uint32 GetSpellMaxRangeForTarget(Unit* target,const SpellRangeEntry * rangeEntry);
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uint32 GetSpellMinRangeForTarget(Unit* target,const SpellRangeEntry * rangeEntry);
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uint32 GetSpellRadiusForTarget(Unit* target,const SpellRadiusEntry * radiusEntry);
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uint32 GetSpellMaxRangeForTarget(Unit* target, const SpellRangeEntry * rangeEntry);
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uint32 GetSpellMinRangeForTarget(Unit* target, const SpellRangeEntry * rangeEntry);
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uint32 GetSpellRadiusForTarget(Unit* target, const SpellRadiusEntry * radiusEntry);
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virtual void Update(uint32 time);
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@@ -1260,7 +1260,7 @@ class Unit : public WorldObject
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void SetArmor(int32 val) { SetResistance(SPELL_SCHOOL_NORMAL, val); }
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uint32 GetResistance(SpellSchools school) const { return GetUInt32Value(UNIT_FIELD_RESISTANCES+school); }
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void SetResistance(SpellSchools school, int32 val) { SetStatInt32Value(UNIT_FIELD_RESISTANCES+school,val); }
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void SetResistance(SpellSchools school, int32 val) { SetStatInt32Value(UNIT_FIELD_RESISTANCES+school, val); }
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uint32 GetHealth() const { return GetUInt32Value(UNIT_FIELD_HEALTH); }
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uint32 GetMaxHealth() const { return GetUInt32Value(UNIT_FIELD_MAXHEALTH); }
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@@ -1294,8 +1294,8 @@ class Unit : public WorldObject
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return (uint32)f_BaseAttackTime;
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}
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void SetAttackTime(WeaponAttackType att, uint32 val) { SetFloatValue(UNIT_FIELD_BASEATTACKTIME+att,val*m_modAttackSpeedPct[att]); }
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void ApplyAttackTimePercentMod(WeaponAttackType att,float val, bool apply);
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void SetAttackTime(WeaponAttackType att, uint32 val) { SetFloatValue(UNIT_FIELD_BASEATTACKTIME+att, val*m_modAttackSpeedPct[att]); }
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void ApplyAttackTimePercentMod(WeaponAttackType att, float val, bool apply);
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void ApplyCastTimePercentMod(float val, bool apply);
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SheathState GetSheath() const { return SheathState(GetByteValue(UNIT_FIELD_BYTES_2, 0)); }
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@@ -1341,8 +1341,8 @@ class Unit : public WorldObject
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bool IsStandState() const;
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void SetStandState(uint8 state);
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void SetStandFlags(uint8 flags) { SetByteFlag(UNIT_FIELD_BYTES_1, 2,flags); }
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void RemoveStandFlags(uint8 flags) { RemoveByteFlag(UNIT_FIELD_BYTES_1, 2,flags); }
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void SetStandFlags(uint8 flags) { SetByteFlag(UNIT_FIELD_BYTES_1, 2, flags); }
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void RemoveStandFlags(uint8 flags) { RemoveByteFlag(UNIT_FIELD_BYTES_1, 2, flags); }
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bool IsMounted() const { return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_MOUNT); }
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uint32 GetMountID() const { return GetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID); }
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@@ -1398,9 +1398,9 @@ class Unit : public WorldObject
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{
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switch(attacktype)
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{
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case BASE_ATTACK: return !HasFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISARMED);
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case OFF_ATTACK: return !HasFlag(UNIT_FIELD_FLAGS_2,UNIT_FLAG2_DISARM_OFFHAND);
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case RANGED_ATTACK: return !HasFlag(UNIT_FIELD_FLAGS_2,UNIT_FLAG2_DISARM_RANGED);
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case BASE_ATTACK: return !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISARMED);
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case OFF_ATTACK: return !HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_DISARM_OFFHAND);
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case RANGED_ATTACK: return !HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_DISARM_RANGED);
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}
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return true;
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}
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@@ -1468,7 +1468,7 @@ class Unit : public WorldObject
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void SendHealSpellLog(Unit *pVictim, uint32 SpellID, uint32 Damage, uint32 OverHeal, uint32 Absorb, bool critical = false);
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int32 HealBySpell(Unit * pVictim, SpellEntry const * spellInfo, uint32 addHealth, bool critical = false);
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void SendEnergizeSpellLog(Unit *pVictim, uint32 SpellID, uint32 Damage,Powers powertype);
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void SendEnergizeSpellLog(Unit *pVictim, uint32 SpellID, uint32 Damage, Powers powertype);
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void EnergizeBySpell(Unit *pVictim, uint32 SpellID, uint32 Damage, Powers powertype);
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uint32 SpellNonMeleeDamageLog(Unit *pVictim, uint32 spellID, uint32 damage);
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void CastSpell(Unit* Victim, uint32 spellId, bool triggered, Item *castItem = NULL, AuraEffect const * triggeredByAura = NULL, uint64 originalCaster = 0);
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@@ -1489,7 +1489,7 @@ class Unit : public WorldObject
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void SendAttackStateUpdate(CalcDamageInfo *damageInfo);
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void SendAttackStateUpdate(uint32 HitInfo, Unit *target, uint8 SwingType, SpellSchoolMask damageSchoolMask, uint32 Damage, uint32 AbsorbDamage, uint32 Resist, VictimState TargetState, uint32 BlockedAmount);
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void SendSpellNonMeleeDamageLog(SpellNonMeleeDamage *log);
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void SendSpellNonMeleeDamageLog(Unit *target,uint32 SpellID, uint32 Damage, SpellSchoolMask damageSchoolMask, uint32 AbsorbedDamage, uint32 Resist, bool PhysicalDamage, uint32 Blocked, bool CriticalHit = false);
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void SendSpellNonMeleeDamageLog(Unit *target, uint32 SpellID, uint32 Damage, SpellSchoolMask damageSchoolMask, uint32 AbsorbedDamage, uint32 Resist, bool PhysicalDamage, uint32 Blocked, bool CriticalHit = false);
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void SendPeriodicAuraLog(SpellPeriodicAuraLogInfo *pInfo);
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void SendSpellMiss(Unit *target, uint32 spellID, SpellMissInfo missInfo);
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void SendSpellDamageImmune(Unit *target, uint32 spellId);
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@@ -1515,7 +1515,7 @@ class Unit : public WorldObject
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void SendMovementFlagUpdate();
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template<typename PathElem, typename PathNode>
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void SendMonsterMoveByPath(Path<PathElem,PathNode> const& path, uint32 start, uint32 end);
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void SendMonsterMoveByPath(Path<PathElem, PathNode> const& path, uint32 start, uint32 end);
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void SendChangeCurrentVictimOpcode(HostileReference* pHostileReference);
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void SendClearThreatListOpcode();
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@@ -1610,8 +1610,8 @@ class Unit : public WorldObject
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void RemoveBindSightAuras();
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void RemoveCharmAuras();
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Pet* CreateTamedPetFrom(Creature* creatureTarget,uint32 spell_id = 0);
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Pet* CreateTamedPetFrom(uint32 creatureEntry,uint32 spell_id = 0);
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Pet* CreateTamedPetFrom(Creature* creatureTarget, uint32 spell_id = 0);
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Pet* CreateTamedPetFrom(uint32 creatureEntry, uint32 spell_id = 0);
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bool InitTamedPet(Pet * pet, uint8 level, uint32 spell_id);
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// aura apply/remove helpers - you should better not use these
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@@ -1647,10 +1647,10 @@ class Unit : public WorldObject
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void RemoveAurasDueToSpell(uint32 spellId, uint64 caster = 0, uint8 reqEffMask = 0, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
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void RemoveAuraFromStack(uint32 spellId, uint64 caster = 0, AuraRemoveMode removeMode = AURA_REMOVE_BY_DEFAULT);
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inline void RemoveAuraFromStack(AuraMap::iterator &iter,AuraRemoveMode removeMode);
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inline void RemoveAuraFromStack(AuraMap::iterator &iter, AuraRemoveMode removeMode);
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void RemoveAurasDueToSpellByDispel(uint32 spellId, uint64 casterGUID, Unit *dispeller);
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void RemoveAurasDueToSpellBySteal(uint32 spellId, uint64 casterGUID, Unit *stealer);
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void RemoveAurasDueToItemSpell(Item* castItem,uint32 spellId);
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void RemoveAurasDueToItemSpell(Item* castItem, uint32 spellId);
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void RemoveAurasByType(AuraType auraType, uint64 casterGUID = 0, Aura * except = NULL, bool negative = true, bool positive = true);
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void RemoveNotOwnSingleTargetAuras(uint32 newPhase = 0x0);
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void RemoveAurasWithInterruptFlags(uint32 flag, uint32 except = 0);
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@@ -1722,7 +1722,7 @@ class Unit : public WorldObject
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int32 GetMaxNegativeAuraModifierByAffectMask(AuraType auratype, SpellEntry const * affectedSpell) const;
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float GetResistanceBuffMods(SpellSchools school, bool positive) const { return GetFloatValue(positive ? UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE+school : UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE+school); }
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void SetResistanceBuffMods(SpellSchools school, bool positive, float val) { SetFloatValue(positive ? UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE+school : UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE+school,val); }
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void SetResistanceBuffMods(SpellSchools school, bool positive, float val) { SetFloatValue(positive ? UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE+school : UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE+school, val); }
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void ApplyResistanceBuffModsMod(SpellSchools school, bool positive, float val, bool apply) { ApplyModSignedFloatValue(positive ? UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE+school : UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE+school, val, apply); }
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void ApplyResistanceBuffModsPercentMod(SpellSchools school, bool positive, float val, bool apply) { ApplyPercentModFloatValue(positive ? UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE+school : UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE+school, val, apply); }
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void InitStatBuffMods()
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@@ -1824,10 +1824,10 @@ class Unit : public WorldObject
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virtual void UpdateAttackPowerAndDamage(bool ranged = false) = 0;
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virtual void UpdateDamagePhysical(WeaponAttackType attType) = 0;
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float GetTotalAttackPowerValue(WeaponAttackType attType) const;
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float GetWeaponDamageRange(WeaponAttackType attType ,WeaponDamageRange type) const;
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void SetBaseWeaponDamage(WeaponAttackType attType ,WeaponDamageRange damageRange, float value) { m_weaponDamage[attType][damageRange] = value; }
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float GetWeaponDamageRange(WeaponAttackType attType , WeaponDamageRange type) const;
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void SetBaseWeaponDamage(WeaponAttackType attType , WeaponDamageRange damageRange, float value) { m_weaponDamage[attType][damageRange] = value; }
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bool isInFrontInMap(Unit const* target,float distance, float arc = M_PI) const;
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bool isInFrontInMap(Unit const* target, float distance, float arc = M_PI) const;
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void SetInFront(Unit const* target)
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{
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if (!HasUnitState(UNIT_STAT_CANNOT_TURN))
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@@ -2235,7 +2235,7 @@ namespace Trinity
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}
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template<typename Elem, typename Node>
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inline void Unit::SendMonsterMoveByPath(Path<Elem,Node> const& path, uint32 start, uint32 end)
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inline void Unit::SendMonsterMoveByPath(Path<Elem, Node> const& path, uint32 start, uint32 end)
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{
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uint32 traveltime = uint32(path.GetTotalLength(start, end) * 32);
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uint32 pathSize = end - start;
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