Revert "Core: more more cleanup" - Build test anyone?
This reverts commit 20cd4c71ee.
This commit is contained in:
@@ -2102,9 +2102,9 @@ void AuraEffect::HandleAuraModShapeshift(AuraApplication const* aurApp, uint8 mo
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// and also HandleAuraModDisarm is not triggered
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if (!target->CanUseAttackType(BASE_ATTACK))
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{
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if (Item* item = target->ToPlayer()->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND))
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if (Item* pItem = target->ToPlayer()->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND))
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{
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target->ToPlayer()->_ApplyWeaponDamage(EQUIPMENT_SLOT_MAINHAND, item->GetTemplate(), NULL, apply);
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target->ToPlayer()->_ApplyWeaponDamage(EQUIPMENT_SLOT_MAINHAND, pItem->GetTemplate(), NULL, apply);
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}
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}
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}
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@@ -2536,14 +2536,14 @@ void AuraEffect::HandleAuraModDisarm(AuraApplication const* aurApp, uint8 mode,
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// Handle damage modification, shapeshifted druids are not affected
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if (target->GetTypeId() == TYPEID_PLAYER && !target->IsInFeralForm())
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{
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if (Item* item = target->ToPlayer()->GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
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if (Item* pItem = target->ToPlayer()->GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
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{
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uint8 attacktype = Player::GetAttackBySlot(slot);
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if (attacktype < MAX_ATTACK)
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{
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target->ToPlayer()->_ApplyWeaponDamage(slot, item->GetTemplate(), NULL, !apply);
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target->ToPlayer()->_ApplyWeaponDependentAuraMods(item, WeaponAttackType(attacktype), !apply);
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target->ToPlayer()->_ApplyWeaponDamage(slot, pItem->GetTemplate(), NULL, !apply);
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target->ToPlayer()->_ApplyWeaponDependentAuraMods(pItem, WeaponAttackType(attacktype), !apply);
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}
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}
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}
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@@ -4082,8 +4082,8 @@ void AuraEffect::HandleAuraModWeaponCritPercent(AuraApplication const* aurApp, u
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return;
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for (int i = 0; i < MAX_ATTACK; ++i)
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if (Item* item = target->ToPlayer()->GetWeaponForAttack(WeaponAttackType(i), true))
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target->ToPlayer()->_ApplyWeaponDependentAuraCritMod(item, WeaponAttackType(i), this, apply);
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if (Item* pItem = target->ToPlayer()->GetWeaponForAttack(WeaponAttackType(i), true))
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target->ToPlayer()->_ApplyWeaponDependentAuraCritMod(pItem, WeaponAttackType(i), this, apply);
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// mods must be applied base at equipped weapon class and subclass comparison
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// with spell->EquippedItemClass and EquippedItemSubClassMask and EquippedItemInventoryTypeMask
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@@ -4395,8 +4395,8 @@ void AuraEffect::HandleModDamageDone(AuraApplication const* aurApp, uint8 mode,
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if (target->GetTypeId() == TYPEID_PLAYER)
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{
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for (int i = 0; i < MAX_ATTACK; ++i)
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if (Item* item = target->ToPlayer()->GetWeaponForAttack(WeaponAttackType(i), true))
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target->ToPlayer()->_ApplyWeaponDependentAuraDamageMod(item, WeaponAttackType(i), this, apply);
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if (Item* pItem = target->ToPlayer()->GetWeaponForAttack(WeaponAttackType(i), true))
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target->ToPlayer()->_ApplyWeaponDependentAuraDamageMod(pItem, WeaponAttackType(i), this, apply);
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}
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// GetMiscValue() is bitmask of spell schools
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@@ -530,8 +530,8 @@ m_caster((info->AttributesEx6 & SPELL_ATTR6_CAST_BY_CHARMER && caster->GetCharme
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if (m_attackType == RANGED_ATTACK)
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// wand case
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if ((m_caster->getClassMask() & CLASSMASK_WAND_USERS) != 0 && m_caster->GetTypeId() == TYPEID_PLAYER)
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if (Item* item = m_caster->ToPlayer()->GetWeaponForAttack(RANGED_ATTACK))
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m_spellSchoolMask = SpellSchoolMask(1 << item->GetTemplate()->Damage[0].DamageType);
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if (Item* pItem = m_caster->ToPlayer()->GetWeaponForAttack(RANGED_ATTACK))
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m_spellSchoolMask = SpellSchoolMask(1 << pItem->GetTemplate()->Damage[0].DamageType);
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if (originalCasterGUID)
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m_originalCasterGUID = originalCasterGUID;
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@@ -3952,12 +3952,12 @@ void Spell::WriteAmmoToPacket(WorldPacket* data)
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if (m_caster->GetTypeId() == TYPEID_PLAYER)
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{
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Item* item = m_caster->ToPlayer()->GetWeaponForAttack(RANGED_ATTACK);
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if (item)
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Item* pItem = m_caster->ToPlayer()->GetWeaponForAttack(RANGED_ATTACK);
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if (pItem)
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{
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ammoInventoryType = item->GetTemplate()->InventoryType;
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ammoInventoryType = pItem->GetTemplate()->InventoryType;
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if (ammoInventoryType == INVTYPE_THROWN)
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ammoDisplayID = item->GetTemplate()->DisplayInfoID;
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ammoDisplayID = pItem->GetTemplate()->DisplayInfoID;
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else
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{
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uint32 ammoID = m_caster->ToPlayer()->GetUInt32Value(PLAYER_AMMO_ID);
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@@ -4361,15 +4361,15 @@ void Spell::TakeAmmo()
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{
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if (m_attackType == RANGED_ATTACK && m_caster->GetTypeId() == TYPEID_PLAYER)
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{
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Item* item = m_caster->ToPlayer()->GetWeaponForAttack(RANGED_ATTACK);
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Item* pItem = m_caster->ToPlayer()->GetWeaponForAttack(RANGED_ATTACK);
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// wands don't have ammo
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if (!item || item->IsBroken() || item->GetTemplate()->SubClass == ITEM_SUBCLASS_WEAPON_WAND)
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if (!pItem || pItem->IsBroken() || pItem->GetTemplate()->SubClass == ITEM_SUBCLASS_WEAPON_WAND)
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return;
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if (item->GetTemplate()->InventoryType == INVTYPE_THROWN)
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if (pItem->GetTemplate()->InventoryType == INVTYPE_THROWN)
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{
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if (item->GetMaxStackCount() == 1)
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if (pItem->GetMaxStackCount() == 1)
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{
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// decrease durability for non-stackable throw weapon
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m_caster->ToPlayer()->DurabilityPointLossForEquipSlot(EQUIPMENT_SLOT_RANGED);
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@@ -4378,7 +4378,7 @@ void Spell::TakeAmmo()
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{
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// decrease items amount for stackable throw weapon
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uint32 count = 1;
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m_caster->ToPlayer()->DestroyItemCount(item, count, true);
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m_caster->ToPlayer()->DestroyItemCount(pItem, count, true);
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}
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}
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else if (uint32 ammo = m_caster->ToPlayer()->GetUInt32Value(PLAYER_AMMO_ID))
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@@ -6216,15 +6216,15 @@ SpellCastResult Spell::CheckItems()
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if (m_caster->GetTypeId() != TYPEID_PLAYER) return SPELL_FAILED_TARGET_NOT_PLAYER;
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if (m_attackType != RANGED_ATTACK)
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break;
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Item* item = m_caster->ToPlayer()->GetWeaponForAttack(m_attackType);
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if (!item || item->IsBroken())
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Item* pItem = m_caster->ToPlayer()->GetWeaponForAttack(m_attackType);
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if (!pItem || pItem->IsBroken())
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return SPELL_FAILED_EQUIPPED_ITEM;
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switch (item->GetTemplate()->SubClass)
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switch (pItem->GetTemplate()->SubClass)
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{
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case ITEM_SUBCLASS_WEAPON_THROWN:
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{
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uint32 ammo = item->GetEntry();
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uint32 ammo = pItem->GetEntry();
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if (!m_caster->ToPlayer()->HasItemCount(ammo, 1))
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return SPELL_FAILED_NO_AMMO;
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}; break;
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@@ -6250,7 +6250,7 @@ SpellCastResult Spell::CheckItems()
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return SPELL_FAILED_NO_AMMO;
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// check ammo ws. weapon compatibility
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switch (item->GetTemplate()->SubClass)
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switch (pItem->GetTemplate()->SubClass)
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{
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case ITEM_SUBCLASS_WEAPON_BOW:
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case ITEM_SUBCLASS_WEAPON_CROSSBOW:
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@@ -6286,10 +6286,10 @@ SpellCastResult Spell::CheckItems()
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if (!pProto)
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return SPELL_FAILED_ITEM_AT_MAX_CHARGES;
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if (Item* item = p_caster->GetItemByEntry(item_id))
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if (Item* pitem = p_caster->GetItemByEntry(item_id))
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{
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for (int x = 0; x < MAX_ITEM_PROTO_SPELLS; ++x)
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if (pProto->Spells[x].SpellCharges != 0 && item->GetSpellCharges(x) == pProto->Spells[x].SpellCharges)
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if (pProto->Spells[x].SpellCharges != 0 && pitem->GetSpellCharges(x) == pProto->Spells[x].SpellCharges)
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return SPELL_FAILED_ITEM_AT_MAX_CHARGES;
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}
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break;
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@@ -1777,22 +1777,22 @@ void Spell::DoCreateItem(uint32 /*i*/, uint32 itemtype)
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if (num_to_add)
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{
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// create the new item and store it
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Item* item = player->StoreNewItem(dest, newitemid, true, Item::GenerateItemRandomPropertyId(newitemid));
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Item* pItem = player->StoreNewItem(dest, newitemid, true, Item::GenerateItemRandomPropertyId(newitemid));
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// was it successful? return error if not
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if (!item)
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if (!pItem)
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{
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player->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
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return;
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}
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// set the "Crafted by ..." property of the item
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if (item->GetTemplate()->Class != ITEM_CLASS_CONSUMABLE && item->GetTemplate()->Class != ITEM_CLASS_QUEST && newitemid != 6265 && newitemid != 6948)
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item->SetUInt32Value(ITEM_FIELD_CREATOR, player->GetGUIDLow());
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if (pItem->GetTemplate()->Class != ITEM_CLASS_CONSUMABLE && pItem->GetTemplate()->Class != ITEM_CLASS_QUEST && newitemid != 6265 && newitemid != 6948)
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pItem->SetUInt32Value(ITEM_FIELD_CREATOR, player->GetGUIDLow());
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// send info to the client
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if (item)
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player->SendNewItem(item, num_to_add, true, bgType == 0);
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if (pItem)
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player->SendNewItem(pItem, num_to_add, true, bgType == 0);
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// we succeeded in creating at least one item, so a levelup is possible
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if (bgType == 0)
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@@ -6672,11 +6672,11 @@ void Spell::EffectRechargeManaGem(SpellEffIndex /*effIndex*/)
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return;
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}
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if (Item* item = player->GetItemByEntry(item_id))
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if (Item* pItem = player->GetItemByEntry(item_id))
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{
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for (int x = 0; x < MAX_ITEM_PROTO_SPELLS; ++x)
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item->SetSpellCharges(x, pProto->Spells[x].SpellCharges);
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item->SetState(ITEM_CHANGED, player);
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pItem->SetSpellCharges(x, pProto->Spells[x].SpellCharges);
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pItem->SetState(ITEM_CHANGED, player);
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}
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}
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