Magic numbers cleanup:
- Replace many magic numbers with constants - Use enum for vehicle flags/seat flags - Correct structure for ItemRandomSuffixEntry --HG-- branch : trunk
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@@ -2742,7 +2742,7 @@ SpellMissInfo Unit::MagicSpellHitResult(Unit *pVictim, SpellEntry const *spell)
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if (!IsPositiveSpell(spell->Id))
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{
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bool bNegativeAura = false;
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for (uint8 i = 0; i < 3; ++i)
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for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
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{
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if (spell->EffectApplyAuraName[i] != 0)
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{
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@@ -4191,7 +4191,7 @@ void Unit::RemoveArenaAuras(bool onleave)
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{
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AuraApplication const * aurApp = iter->second;
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Aura const * aura = aurApp->GetBase();
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if (!(aura->GetSpellProto()->AttributesEx4 & (1<<21)) // don't remove stances, shadowform, pally/hunter auras
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if (!(aura->GetSpellProto()->AttributesEx4 & SPELL_ATTR_EX4_UNK21) // don't remove stances, shadowform, pally/hunter auras
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&& !aura->IsPassive() // don't remove passive auras
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&& (!(aura->GetSpellProto()->Attributes & SPELL_ATTR_UNAFFECTED_BY_INVULNERABILITY) || !(aura->GetSpellProto()->Attributes & SPELL_ATTR_UNK8)) // not unaffected by invulnerability auras or not having that unknown flag (that seemed the most probable)
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&& (aurApp->IsPositive() ^ onleave)) // remove positive buffs on enter, negative buffs on leave
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@@ -11191,7 +11191,7 @@ bool Unit::IsImmunedToSpell(SpellEntry const* spellInfo)
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return true;
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}
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for (int i=0;i<3;++i)
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for (int i = 0; i < MAX_SPELL_EFFECTS; ++i)
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{
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// State/effect immunities applied by aura expect full spell immunity
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// Ignore effects with mechanic, they are supposed to be checked separately
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@@ -681,8 +681,8 @@ enum MovementFlags
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enum MovementFlags2
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{
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MOVEMENTFLAG2_NONE = 0x00000000,
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MOVEMENTFLAG2_UNK1 = 0x00000001,
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MOVEMENTFLAG2_UNK2 = 0x00000002,
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MOVEMENTFLAG2_NO_STRAFE = 0x00000001,
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MOVEMENTFLAG2_NO_JUMPING = 0x00000002,
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MOVEMENTFLAG2_UNK3 = 0x00000004,
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MOVEMENTFLAG2_FULL_SPEED_TURNING = 0x00000008,
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MOVEMENTFLAG2_FULL_SPEED_PITCHING = 0x00000010,
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