Core: Codestyle cleanup
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@@ -310,7 +310,7 @@ struct RuneInfo
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uint8 BaseRune;
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uint8 CurrentRune;
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uint32 Cooldown;
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AuraEffect const * ConvertAura;
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AuraEffect const* ConvertAura;
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};
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struct Runes
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@@ -331,10 +331,10 @@ struct Runes
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struct EnchantDuration
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{
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EnchantDuration() : item(NULL), slot(MAX_ENCHANTMENT_SLOT), leftduration(0) {};
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EnchantDuration(Item * _item, EnchantmentSlot _slot, uint32 _leftduration) : item(_item), slot(_slot),
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EnchantDuration(Item* _item, EnchantmentSlot _slot, uint32 _leftduration) : item(_item), slot(_slot),
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leftduration(_leftduration){ ASSERT(item); };
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Item * item;
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Item* item;
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EnchantmentSlot slot;
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uint32 leftduration;
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};
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@@ -1250,7 +1250,7 @@ class Player : public Unit, public GridObject<Player>
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void AddRefundReference(uint32 it);
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void DeleteRefundReference(uint32 it);
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void ApplyEquipCooldown(Item * pItem);
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void ApplyEquipCooldown(Item* pItem);
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void SetAmmo(uint32 item);
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void RemoveAmmo();
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float GetAmmoDPS() const { return m_ammoDPS; }
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@@ -1268,7 +1268,7 @@ class Player : public Unit, public GridObject<Player>
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// in trade, auction, guild bank, mail....
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void MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB = false);
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// in trade, guild bank, mail....
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void RemoveItemDependentAurasAndCasts(Item * pItem);
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void RemoveItemDependentAurasAndCasts(Item* pItem);
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void DestroyItem(uint8 bag, uint8 slot, bool update);
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void DestroyItemCount(uint32 item, uint32 count, bool update, bool unequip_check = false);
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void DestroyItemCount(Item* item, uint32& count, bool update);
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@@ -1536,7 +1536,7 @@ class Player : public Unit, public GridObject<Player>
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uint8 GetComboPoints() { return m_comboPoints; }
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const uint64& GetComboTarget() const { return m_comboTarget; }
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void AddComboPoints(Unit* target, int8 count, Spell * spell = NULL);
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void AddComboPoints(Unit* target, int8 count, Spell* spell = NULL);
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void GainSpellComboPoints(int8 count);
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void ClearComboPoints();
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void SendComboPoints();
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@@ -1655,11 +1655,11 @@ class Player : public Unit, public GridObject<Player>
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SpellCooldowns const& GetSpellCooldownMap() const { return m_spellCooldowns; }
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void AddSpellMod(SpellModifier* mod, bool apply);
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bool IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell * spell = NULL);
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template <class T> T ApplySpellMod(uint32 spellId, SpellModOp op, T &basevalue, Spell * spell = NULL);
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void RemoveSpellMods(Spell * spell);
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bool IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell* spell = NULL);
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template <class T> T ApplySpellMod(uint32 spellId, SpellModOp op, T &basevalue, Spell* spell = NULL);
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void RemoveSpellMods(Spell* spell);
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void RestoreSpellMods(Spell *spell, uint32 ownerAuraId=0);
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void DropModCharge(SpellModifier * mod, Spell * spell);
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void DropModCharge(SpellModifier* mod, Spell* spell);
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void SetSpellModTakingSpell(Spell* spell, bool apply);
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static uint32 const infinityCooldownDelay = MONTH; // used for set "infinity cooldowns" for spells and check
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@@ -2042,8 +2042,8 @@ class Player : public Unit, public GridObject<Player>
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void ResetAllPowers();
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void _ApplyWeaponDependentAuraMods(Item *item, WeaponAttackType attackType, bool apply);
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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 _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 _RemoveAllItemMods();
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@@ -2062,7 +2062,7 @@ class Player : public Unit, public GridObject<Player>
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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 CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item *item, ItemTemplate const * proto);
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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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void SetEquipmentSet(uint32 index, EquipmentSet eqset);
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@@ -2407,9 +2407,9 @@ class Player : public Unit, public GridObject<Player>
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void SetBaseRune(uint8 index, RuneType baseRune) { m_runes->runes[index].BaseRune = baseRune; }
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void SetCurrentRune(uint8 index, RuneType currentRune) { m_runes->runes[index].CurrentRune = currentRune; }
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void SetRuneCooldown(uint8 index, uint32 cooldown) { m_runes->runes[index].Cooldown = cooldown; m_runes->SetRuneState(index, (cooldown == 0) ? true : false); }
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void SetRuneConvertAura(uint8 index, AuraEffect const * aura) { m_runes->runes[index].ConvertAura = aura; }
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void AddRuneByAuraEffect(uint8 index, RuneType newType, AuraEffect const * aura) { SetRuneConvertAura(index, aura); ConvertRune(index, newType); }
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void RemoveRunesByAuraEffect(AuraEffect const * aura);
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void SetRuneConvertAura(uint8 index, AuraEffect const* aura) { m_runes->runes[index].ConvertAura = aura; }
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void AddRuneByAuraEffect(uint8 index, RuneType newType, AuraEffect const* aura) { SetRuneConvertAura(index, aura); ConvertRune(index, newType); }
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void RemoveRunesByAuraEffect(AuraEffect const* aura);
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void RestoreBaseRune(uint8 index);
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void ConvertRune(uint8 index, RuneType newType);
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void ResyncRunes(uint8 count);
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@@ -2430,7 +2430,7 @@ class Player : public Unit, public GridObject<Player>
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uint32 GetChampioningFaction() const { return m_ChampioningFaction; }
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void SetChampioningFaction(uint32 faction) { m_ChampioningFaction = faction; }
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Spell * m_spellModTakingSpell;
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Spell* m_spellModTakingSpell;
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float GetAverageItemLevel();
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bool isDebugAreaTriggers;
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@@ -2597,7 +2597,7 @@ class Player : public Unit, public GridObject<Player>
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SpellModList m_spellMods[MAX_SPELLMOD];
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//uint32 m_pad;
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// Spell * m_spellModTakingSpell; // Spell for which charges are dropped in spell::finish
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// Spell* m_spellModTakingSpell; // Spell for which charges are dropped in spell::finish
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EnchantDurationList m_enchantDuration;
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ItemDurationList m_itemDuration;
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