*Cleanups, remove obsolete code and minor optimizations in spellauras.cpp and spelleffects.cpp
*Remove GetDummyAura(uint32 spellid) function - it is faster to use GetAuraEffect or GetAura if id is known than iterate threw dummy auras list *Move Death Strike code from HandleDummyAuraProc to Spell::EffectDummy - original patch by hununza. --HG-- branch : trunk
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@@ -129,14 +129,11 @@ struct TRINITY_DLL_DECL npc_captured_rageclawAI : public ScriptedAI
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{
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if (spell->Id == SPELL_FREE_RAGECLAW)
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{
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if (m_creature->GetDummyAura(SPELL_LEFT_CHAIN))
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m_creature->RemoveAurasDueToSpell(SPELL_LEFT_CHAIN);
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if (m_creature->GetDummyAura(SPELL_RIGHT_CHAIN))
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m_creature->RemoveAurasDueToSpell(SPELL_RIGHT_CHAIN);
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m_creature->RemoveAurasDueToSpell(SPELL_LEFT_CHAIN);
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if (m_creature->GetDummyAura(SPELL_KNEEL))
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m_creature->RemoveAurasDueToSpell(SPELL_KNEEL);
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m_creature->RemoveAurasDueToSpell(SPELL_RIGHT_CHAIN);
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m_creature->RemoveAurasDueToSpell(SPELL_KNEEL);
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m_creature->setFaction(m_creature->GetCreatureInfo()->faction_H);
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