Core:
* add helping methods for manipulating unit's health and use it where applicable * fix some conversion warnings and cleanup code (formatting, CRLF, tabs to spaces) --HG-- branch : trunk
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@@ -815,7 +815,7 @@ bool Player::Create(uint32 guidlow, const std::string& name, uint8 race, uint8 c
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// apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
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UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
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SetHealth(GetMaxHealth());
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SetFullHealth();
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if (getPowerType() == POWER_MANA)
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{
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UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect)
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@@ -2047,7 +2047,7 @@ void Player::ProcessDelayedOperations()
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if (GetMaxHealth() > m_resurrectHealth)
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SetHealth(m_resurrectHealth);
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else
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SetHealth(GetMaxHealth());
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SetFullHealth();
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if (GetMaxPower(POWER_MANA) > m_resurrectMana)
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SetPower(POWER_MANA, m_resurrectMana);
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@@ -2726,7 +2726,7 @@ void Player::GiveLevel(uint8 level)
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UpdateSkillsToMaxSkillsForLevel();
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// set current level health and mana/energy to maximum after applying all mods.
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SetHealth(GetMaxHealth());
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SetFullHealth();
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SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
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SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
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if (GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
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@@ -2937,7 +2937,7 @@ void Player::InitStatsForLevel(bool reapplyMods)
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_ApplyAllStatBonuses();
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// set current level health and mana/energy to maximum after applying all mods.
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SetHealth(GetMaxHealth());
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SetFullHealth();
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SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
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SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
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if (GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
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@@ -6206,7 +6206,7 @@ void Player::SendActionButtons(uint32 state) const
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*/
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if (state != 2)
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{
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for (uint16 button = 0; button < MAX_ACTION_BUTTONS; ++button)
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for (uint8 button = 0; button < MAX_ACTION_BUTTONS; ++button)
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{
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ActionButtonList::const_iterator itr = m_actionButtons.find(button);
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if (itr != m_actionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED)
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@@ -9601,7 +9601,7 @@ Item* Player::GetItemByPos(uint8 bag, uint8 slot) const
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Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable /*= false*/) const
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{
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uint16 slot;
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uint8 slot;
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switch (attackType)
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{
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case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break;
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@@ -21932,7 +21932,7 @@ void Player::ResurectUsingRequestData()
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if (GetMaxHealth() > m_resurrectHealth)
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SetHealth(m_resurrectHealth);
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else
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SetHealth(GetMaxHealth());
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SetFullHealth();
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if (GetMaxPower(POWER_MANA) > m_resurrectMana)
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SetPower(POWER_MANA, m_resurrectMana);
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