Core: Started work on 6.2.0.20182
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@@ -890,42 +890,42 @@ class spell_gen_clone_weapon_aura : public SpellScriptLoader
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case SPELL_COPY_WEAPON_2_AURA:
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case SPELL_COPY_WEAPON_3_AURA:
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{
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prevItem = target->GetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID);
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prevItem = target->GetVirtualItemId(0);
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if (Player* player = caster->ToPlayer())
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{
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if (Item* mainItem = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND))
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target->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID, mainItem->GetEntry());
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target->SetVirtualItem(0, mainItem->GetEntry());
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}
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else
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target->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID, caster->GetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID));
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target->SetVirtualItem(0, caster->GetVirtualItemId(0));
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break;
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}
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case SPELL_COPY_OFFHAND_AURA:
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case SPELL_COPY_OFFHAND_2_AURA:
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{
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prevItem = target->GetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID) + 1;
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prevItem = target->GetVirtualItemId(1);
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if (Player* player = caster->ToPlayer())
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{
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if (Item* offItem = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
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target->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, offItem->GetEntry());
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target->SetVirtualItem(1, offItem->GetEntry());
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}
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else
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target->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, caster->GetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1));
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target->SetVirtualItem(1, caster->GetVirtualItemId(1));
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break;
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}
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case SPELL_COPY_RANGED_AURA:
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{
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prevItem = target->GetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID) + 2;
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prevItem = target->GetVirtualItemId(2);
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if (Player* player = caster->ToPlayer())
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{
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if (Item* rangedItem = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
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target->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, rangedItem->GetEntry());
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target->SetVirtualItem(2, rangedItem->GetEntry());
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}
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else
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target->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, caster->GetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2));
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target->SetVirtualItem(2, caster->GetVirtualItemId(2));
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break;
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}
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default:
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@@ -942,14 +942,14 @@ class spell_gen_clone_weapon_aura : public SpellScriptLoader
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case SPELL_COPY_WEAPON_AURA:
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case SPELL_COPY_WEAPON_2_AURA:
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case SPELL_COPY_WEAPON_3_AURA:
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target->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID, prevItem);
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target->SetVirtualItem(0, prevItem);
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break;
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case SPELL_COPY_OFFHAND_AURA:
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case SPELL_COPY_OFFHAND_2_AURA:
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target->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 1, prevItem);
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target->SetVirtualItem(1, prevItem);
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break;
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case SPELL_COPY_RANGED_AURA:
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target->SetUInt32Value(UNIT_VIRTUAL_ITEM_SLOT_ID + 2, prevItem);
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target->SetVirtualItem(2, prevItem);
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break;
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default:
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break;
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