Fix Glyph of Preparation.
Patch based on microbius51's patch. Closes issue #1371. --HG-- branch : trunk
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@@ -1773,8 +1773,28 @@ void Spell::EffectDummy(uint32 i)
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{
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{
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SpellEntry const *spellInfo = sSpellStore.LookupEntry(itr->first);
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SpellEntry const *spellInfo = sSpellStore.LookupEntry(itr->first);
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if (spellInfo->SpellFamilyName == SPELLFAMILY_ROGUE && (spellInfo->SpellFamilyFlags[1] & SPELLFAMILYFLAG1_ROGUE_COLDB_SHADOWSTEP || spellInfo->SpellFamilyFlags[0] & SPELLFAMILYFLAG_ROGUE_VAN_EVAS_SPRINT))
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if (spellInfo->SpellFamilyName == SPELLFAMILY_ROGUE)
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{
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if (spellInfo->SpellFamilyFlags[1] & SPELLFAMILYFLAG1_ROGUE_COLDB_SHADOWSTEP || // Cold Blood, Shadowstep
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spellInfo->SpellFamilyFlags[0] & SPELLFAMILYFLAG_ROGUE_VAN_EVAS_SPRINT // Vanish, Evasion, Sprint
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)
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m_caster->ToPlayer()->RemoveSpellCooldown((itr++)->first, true);
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m_caster->ToPlayer()->RemoveSpellCooldown((itr++)->first, true);
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else if (m_caster->HasAura(56819)) // Glyph of Preparation
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{
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if (spellInfo->SpellFamilyFlags[1] & SPELLFAMILYFLAG1_ROGUE_DISMANTLE || // Dismantle
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spellInfo->SpellFamilyFlags[0] & SPELLFAMILYFLAG_ROGUE_KICK || // Kick
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(
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spellInfo->SpellFamilyFlags[0] & SPELLFAMILYFLAG_ROGUE_BLADE_FLURRY && // Blade Flurry
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spellInfo->SpellFamilyFlags[1] & SPELLFAMILYFLAG1_ROGUE_BLADE_FLURRY
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)
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)
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m_caster->ToPlayer()->RemoveSpellCooldown((itr++)->first, true);
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else
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++itr;
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}
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else
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++itr;
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}
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else
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else
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++itr;
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++itr;
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}
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}
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@@ -100,6 +100,10 @@ enum SpellFamilyFlag
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SPELLFAMILYFLAG1_ROGUE_HUNGERFORBLOOD = 0x01000000,
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SPELLFAMILYFLAG1_ROGUE_HUNGERFORBLOOD = 0x01000000,
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SPELLFAMILYFLAG_ROGUE_VAN_EVAS_SPRINT = 0x00000860, // Vanish, Evasion, Sprint
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SPELLFAMILYFLAG_ROGUE_VAN_EVAS_SPRINT = 0x00000860, // Vanish, Evasion, Sprint
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SPELLFAMILYFLAG1_ROGUE_COLDB_SHADOWSTEP = 0x00000240, // Cold Blood, Shadowstep
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SPELLFAMILYFLAG1_ROGUE_COLDB_SHADOWSTEP = 0x00000240, // Cold Blood, Shadowstep
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SPELLFAMILYFLAG_ROGUE_KICK = 0x00000010, // Kick
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SPELLFAMILYFLAG1_ROGUE_DISMANTLE = 0x00100000, // Dismantle
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SPELLFAMILYFLAG_ROGUE_BLADE_FLURRY = 0x40000000, // Blade Flurry
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SPELLFAMILYFLAG1_ROGUE_BLADE_FLURRY = 0x00000800, // Blade Flurry
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//SPELLFAMILYFLAG_ROGUE__FINISHING_MOVE = 0x9003E0000LL,
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//SPELLFAMILYFLAG_ROGUE__FINISHING_MOVE = 0x9003E0000LL,
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// Warrior
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// Warrior
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