Revert "Core: more more cleanup" - Build test anyone?
This reverts commit 20cd4c71ee.
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@@ -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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