Core: Clean up whitespace and tabs in the base sourcetree
This commit is contained in:
@@ -450,7 +450,7 @@ void SmartAI::EnterEvadeMode()
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return;
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RemoveAuras();
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me->DeleteThreatList();
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me->CombatStop(true);
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me->LoadCreaturesAddon();
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@@ -480,15 +480,15 @@ void SmartAI::MoveInLineOfSight(Unit* who)
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{
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if (!who)
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return;
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GetScript()->OnMoveInLineOfSight(who);
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if (me->HasReactState(REACT_PASSIVE) || AssistPlayerInCombat(who))
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return;
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if (!CanAIAttack(who))
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return;
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if (!me->canStartAttack(who, false))
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return;
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@@ -827,7 +827,7 @@ void SmartAI::SetScript9(SmartScriptHolder& e, uint32 entry, Unit* invoker)
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GetScript()->mLastInvoker = invoker->GetGUID();
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GetScript()->SetScript9(e, entry);
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}
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void SmartAI::sOnGameEvent(bool start, uint16 eventId)
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{
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GetScript()->ProcessEventsFor(start ? SMART_EVENT_GAME_EVENT_START : SMART_EVENT_GAME_EVENT_END, NULL, eventId);
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@@ -195,7 +195,7 @@ class SmartAI : public CreatureAI
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mDespawnState = t ? 1 : 0;
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}
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void StartDespawn() { mDespawnState = 2; }
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void RemoveAuras();
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private:
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@@ -88,7 +88,7 @@ void SmartScript::ProcessEventsFor(SMART_EVENT e, Unit* unit, uint32 var0, uint3
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ConditionList conds = sConditionMgr->GetConditionsForSmartEvent((*i).entryOrGuid, (*i).event_id, (*i).source_type);
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ConditionSourceInfo info = ConditionSourceInfo(unit, GetBaseObject());
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meets = sConditionMgr->IsObjectMeetToConditions(info, conds);
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if (meets)
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ProcessEvent(*i, unit, var0, var1, bvar, spell, gob);
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}
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@@ -260,7 +260,7 @@ bool SmartAIMgr::IsTargetValid(SmartScriptHolder const& e)
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}
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case SMART_TARGET_GAMEOBJECT_GUID:
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{
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if (e.target.goGUID.entry && !IsGameObjectValid(e, e.target.goGUID.entry))
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if (e.target.goGUID.entry && !IsGameObjectValid(e, e.target.goGUID.entry))
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return false;
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break;
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}
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@@ -154,7 +154,7 @@ enum SMART_EVENT
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SMART_EVENT_IS_BEHIND_TARGET = 67, //1 // cooldownMin, CooldownMax
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SMART_EVENT_GAME_EVENT_START = 68, //1 // game_event.Entry
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SMART_EVENT_GAME_EVENT_END = 69, //1 // game_event.Entry
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SMART_EVENT_GO_STATE_CHANGED = 70, // go state
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SMART_EVENT_GO_STATE_CHANGED = 70, // go state
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SMART_EVENT_END = 71,
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};
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@@ -341,16 +341,16 @@ struct SmartEvent
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uint32 cooldownMax;
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} behindTarget;
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struct
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struct
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{
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uint32 gameEventId;
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} gameEvent;
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struct
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{
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uint32 state;
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} goStateChanged;
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struct
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{
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uint32 param1;
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@@ -872,7 +872,7 @@ struct SmartAction
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{
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uint32 goRespawnTime;
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} RespawnTarget;
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struct
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{
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uint32 gossipMenuId;
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@@ -883,12 +883,12 @@ struct SmartAction
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{
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uint32 state;
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} setGoLootState;
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struct
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{
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uint32 id;
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} sendTargetToTarget;
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struct
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{
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uint32 param1;
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@@ -102,7 +102,7 @@ void BattlegroundRV::StartingEventOpenDoors()
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setState(BG_RV_STATE_OPEN_FENCES);
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setTimer(BG_RV_FIRST_TIMER);
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TogglePillarCollision(true);
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}
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@@ -239,11 +239,11 @@ void BattlegroundRV::TogglePillarCollision(bool apply)
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if (gob->GetGOInfo()->door.startOpen)
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_state = GO_STATE_ACTIVE;
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gob->SetGoState(apply ? (GOState)_state : (GOState)(!_state));
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if (gob->GetGOInfo()->door.startOpen)
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gob->EnableCollision(!apply); // Forced collision toggle
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}
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for (BattlegroundPlayerMap::iterator itr = m_Players.begin(); itr != m_Players.end(); ++itr)
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if (Player* player = ObjectAccessor::FindPlayer(MAKE_NEW_GUID(itr->first, 0, HIGHGUID_PLAYER)))
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gob->SendUpdateToPlayer(player);
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@@ -257,7 +257,7 @@ bool ChatHandler::HandleGMTicketUnAssignCommand(const char* args)
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ticket->SaveToDB(trans);
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sTicketMgr->UpdateLastChange();
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std::string msg = ticket->FormatMessageString(*this, NULL, ticket->GetAssignedToName().c_str(),
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std::string msg = ticket->FormatMessageString(*this, NULL, ticket->GetAssignedToName().c_str(),
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m_session ? m_session->GetPlayer()->GetName() : "Console", NULL);
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SendGlobalGMSysMessage(msg.c_str());
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return true;
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@@ -193,7 +193,7 @@ bool Condition::Meets(ConditionSourceInfo& sourceInfo)
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case CONDITION_OBJECT_ENTRY:
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{
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if (object->GetTypeId() == ConditionValue1)
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condMeets = (!ConditionValue2) || (object->GetEntry() == ConditionValue2);
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condMeets = (!ConditionValue2) || (object->GetEntry() == ConditionValue2);
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break;
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}
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case CONDITION_TYPE_MASK:
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@@ -302,8 +302,8 @@ uint32 Condition::GetMaxAvailableConditionTargets()
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case CONDITION_SOURCE_TYPE_GOSSIP_MENU:
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case CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION:
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return 2;
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case CONDITION_SOURCE_TYPE_SMART_EVENT:
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return 2;
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case CONDITION_SOURCE_TYPE_SMART_EVENT:
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return 2;
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default:
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return 1;
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}
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@@ -1437,7 +1437,7 @@ bool ConditionMgr::isConditionTypeValid(Condition* cond)
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return false;
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}
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if (cond->ConditionValue3)
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sLog->outErrorDb("ObjectEntry condition has useless data in value3 (%u)!", cond->ConditionValue3);
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sLog->outErrorDb("ObjectEntry condition has useless data in value3 (%u)!", cond->ConditionValue3);
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break;
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}
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case CONDITION_TYPE_MASK:
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@@ -83,12 +83,12 @@ void LFGMgr::_LoadFromDB(Field* fields, uint64 guid)
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uint32 dungeon = fields[16].GetUInt32();
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uint8 state = fields[17].GetUInt8();
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if (!dungeon || !state)
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return;
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SetDungeon(guid, dungeon);
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switch (state)
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{
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case LFG_STATE_DUNGEON:
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@@ -104,19 +104,19 @@ void LFGMgr::_SaveToDB(uint64 guid, uint32 db_guid)
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{
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if (!IS_GROUP(guid))
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return;
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_LFG_DATA);
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stmt->setUInt32(0, db_guid);
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CharacterDatabase.Execute(stmt);
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stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_LFG_DATA);
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stmt->setUInt32(0, db_guid);
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stmt->setUInt32(1, GetDungeon(guid));
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stmt->setUInt32(2, GetState(guid));
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CharacterDatabase.Execute(stmt);
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}
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@@ -999,7 +999,7 @@ bool LFGMgr::CheckCompatibility(LfgGuidList check, LfgProposal*& pProposal)
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LfgQueueInfo* queue = itQueue->second;
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if (!queue)
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continue;
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for (LfgRolesMap::const_iterator itPlayer = queue->roles.begin(); itPlayer != queue->roles.end(); ++itPlayer)
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{
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if (*itPlayers == ObjectAccessor::FindPlayer(itPlayer->first))
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@@ -710,7 +710,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>
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uint8 GetGoAnimProgress() const { return GetByteValue(GAMEOBJECT_BYTES_1, 3); }
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void SetGoAnimProgress(uint8 animprogress) { SetByteValue(GAMEOBJECT_BYTES_1, 3, animprogress); }
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static void SetGoArtKit(uint8 artkit, GameObject* go, uint32 lowguid = 0);
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void SetPhaseMask(uint32 newPhaseMask, bool update);
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void EnableCollision(bool enable);
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@@ -795,7 +795,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>
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std::string GetAIName() const;
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void SetDisplayId(uint32 displayid);
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GameObjectModel * m_model;
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protected:
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bool AIM_Initialize();
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@@ -14828,7 +14828,7 @@ void Player::AddQuest(Quest const* quest, Object* questGiver)
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uint16 log_slot = FindQuestSlot(0);
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if (log_slot >= MAX_QUEST_LOG_SIZE) // Player does not have any free slot in the quest log
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return;
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return;
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uint32 quest_id = quest->GetQuestId();
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@@ -14826,7 +14826,7 @@ Unit* Unit::SelectNearbyTarget(Unit* exclude, float dist) const
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// remove current target
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if (getVictim())
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targets.remove(getVictim());
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if (exclude)
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targets.remove(exclude);
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@@ -128,7 +128,7 @@ void WorldSession::HandleAuctionSellItem(WorldPacket & recv_data)
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SendAuctionCommandResult(0, AUCTION_SELL_ITEM, AUCTION_INTERNAL_ERROR);
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return;
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}
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for (uint32 i = 0; i < itemsCount; ++i)
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{
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recv_data >> itemGUIDs[i];
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@@ -188,7 +188,7 @@ void WorldSession::HandleAuctionSellItem(WorldPacket & recv_data)
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return;
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}
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if (sAuctionMgr->GetAItem(item->GetGUIDLow()) || !item->CanBeTraded() || item->IsNotEmptyBag() ||
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if (sAuctionMgr->GetAItem(item->GetGUIDLow()) || !item->CanBeTraded() || item->IsNotEmptyBag() ||
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item->GetTemplate()->Flags & ITEM_PROTO_FLAG_CONJURED || item->GetUInt32Value(ITEM_FIELD_DURATION) ||
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item->GetCount() < count[i])
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{
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@@ -88,7 +88,7 @@ void WorldSession::HandleCalendarGetCalendar(WorldPacket& /*recv_data*/)
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data << uint32(counter); // raid reset count
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std::set<uint32> sentMaps;
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ResetTimeByMapDifficultyMap const& resets = sInstanceSaveMgr->GetResetTimeMap();
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for (ResetTimeByMapDifficultyMap::const_iterator itr = resets.begin(); itr != resets.end(); ++itr)
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{
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@@ -102,7 +102,7 @@ void WorldSession::HandleCalendarGetCalendar(WorldPacket& /*recv_data*/)
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continue;
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sentMaps.insert(mapId);
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data << uint32(mapId);
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data << uint32(itr->second - cur_time);
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data << uint32(mapEntry->unk_time);
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@@ -197,7 +197,7 @@ bool LoginQueryHolder::Initialize()
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stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_ACCOUNT_INSTANCELOCKTIMES);
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stmt->setUInt32(0, m_accountId);
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res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOADINSTANCELOCKTIMES, stmt);
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return res;
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}
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@@ -171,7 +171,7 @@ class GridMap
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uint8 _liquidOffY;
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uint8 _liquidWidth;
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uint8 _liquidHeight;
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bool loadAreaData(FILE* in, uint32 offset, uint32 size);
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bool loadHeihgtData(FILE* in, uint32 offset, uint32 size);
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@@ -111,8 +111,8 @@ bool WaypointMovementGenerator<Creature>::StartMove(Creature &creature)
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m_isArrivalDone = false;
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creature.AddUnitState(UNIT_STATE_ROAMING_MOVE);
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creature.AddUnitState(UNIT_STATE_ROAMING_MOVE);
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Movement::MoveSplineInit init(creature);
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init.MoveTo(node->x, node->y, node->z);
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@@ -147,7 +147,7 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
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if (CanMove(diff))
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return StartMove(creature);
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}
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else
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else
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{
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if (creature.IsStopped())
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Stop(STOP_TIME_FOR_PLAYER);
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@@ -155,7 +155,7 @@ bool WaypointMovementGenerator<Creature>::Update(Creature &creature, const uint3
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{
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OnArrived(creature);
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return StartMove(creature);
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}
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}
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}
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return true;
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}
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@@ -293,7 +293,7 @@ bool FlightPathMovementGenerator::GetResetPosition(Player&, float& x, float& y,
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x = node.x; y = node.y; z = node.z;
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return true;
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}
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void FlightPathMovementGenerator::InitEndGridInfo()
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{
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/*! Storage to preload flightmaster grid at end of flight. For multi-stop flights, this will
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@@ -104,7 +104,7 @@ class AuraEffect
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int32 m_periodicTimer;
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int32 m_amplitude;
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uint32 m_tickNumber;
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uint8 const m_effIndex;
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bool m_canBeRecalculated;
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bool m_isPeriodic;
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@@ -2045,7 +2045,7 @@ void Aura::TriggerProcOnEvent(AuraApplication* aurApp, ProcEventInfo& eventInfo)
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if (aurApp->HasEffect(i))
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// TODO: OnEffectProc hook here (allowing prevention of selected effects)
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GetEffect(i)->HandleProc(aurApp, eventInfo);
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// TODO: AfterEffectProc hook here
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// TODO: AfterEffectProc hook here
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// TODO: AfterProc hook here
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@@ -186,7 +186,7 @@ class Aura
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bool CanStackWith(Aura const* existingAura) const;
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// Proc system
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// this subsystem is not yet in use - the core of it is functional, but still some research has to be done
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// this subsystem is not yet in use - the core of it is functional, but still some research has to be done
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// and some dependant problems fixed before it can replace old proc system (for example cooldown handling)
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// currently proc system functionality is implemented in Unit::ProcDamageAndSpell
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bool IsProcOnCooldown() const;
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@@ -1276,7 +1276,7 @@ void World::SetInitialWorldSettings()
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sLog->outString("Loading GameObject models...");
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LoadGameObjectModelList();
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sLog->outString("Loading Script Names...");
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sObjectMgr->LoadScriptNames();
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