More compiler error fixes
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@@ -1928,15 +1928,15 @@ WorldObject* Spell::SearchNearbyTarget(float range, SpellTargets TargetType, Spe
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for (ConditionList::const_iterator i_spellST = conditions.begin(); i_spellST != conditions.end(); ++i_spellST)
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{
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if ((*i_spellST)->mConditionType != CONDITION_SPELL_SCRIPT_TARGET)
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if ((*i_spellST)->ConditionType != CONDITION_SPELL_SCRIPT_TARGET)
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continue;
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if ((*i_spellST)->mConditionValue3 && !((*i_spellST)->mConditionValue3 & (1 << uint32(effIndex))))
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if ((*i_spellST)->ConditionValue3 && !((*i_spellST)->ConditionValue3 & (1 << uint32(effIndex))))
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continue;
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switch ((*i_spellST)->mConditionValue1)
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switch ((*i_spellST)->ConditionValue1)
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{
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case SPELL_TARGET_TYPE_CONTROLLED:
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for (Unit::ControlList::iterator itr = m_caster->m_Controlled.begin(); itr != m_caster->m_Controlled.end(); ++itr)
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if ((*itr)->GetEntry() == (*i_spellST)->mConditionValue2 && (*itr)->IsWithinDistInMap(m_caster, range))
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if ((*itr)->GetEntry() == (*i_spellST)->ConditionValue2 && (*itr)->IsWithinDistInMap(m_caster, range))
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{
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goScriptTarget = NULL;
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creatureScriptTarget = (*itr)->ToCreature();
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@@ -1944,9 +1944,9 @@ WorldObject* Spell::SearchNearbyTarget(float range, SpellTargets TargetType, Spe
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}
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break;
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case SPELL_TARGET_TYPE_GAMEOBJECT:
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if ((*i_spellST)->mConditionValue2)
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if ((*i_spellST)->ConditionValue2)
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{
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if (GameObject* go = m_caster->FindNearestGameObject((*i_spellST)->mConditionValue2, range))
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if (GameObject* go = m_caster->FindNearestGameObject((*i_spellST)->ConditionValue2, range))
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{
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// remember found target and range, next attempt will find more near target with another entry
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goScriptTarget = go;
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@@ -1966,11 +1966,11 @@ WorldObject* Spell::SearchNearbyTarget(float range, SpellTargets TargetType, Spe
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}
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break;
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case SPELL_TARGET_TYPE_CREATURE:
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if (m_targets.GetUnitTarget() && m_targets.GetUnitTarget()->GetEntry() == (*i_spellST)->mConditionValue2)
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if (m_targets.GetUnitTarget() && m_targets.GetUnitTarget()->GetEntry() == (*i_spellST)->ConditionValue2)
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return m_targets.GetUnitTarget();
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case SPELL_TARGET_TYPE_DEAD:
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default:
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if (Creature* cre = m_caster->FindNearestCreature((*i_spellST)->mConditionValue2, range, (*i_spellST)->mConditionValue1 != SPELL_TARGET_TYPE_DEAD))
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if (Creature* cre = m_caster->FindNearestCreature((*i_spellST)->ConditionValue2, range, (*i_spellST)->ConditionValue1 != SPELL_TARGET_TYPE_DEAD))
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{
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creatureScriptTarget = cre;
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goScriptTarget = NULL;
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@@ -2531,16 +2531,16 @@ uint32 Spell::SelectEffectTargets(uint32 i, SpellImplicitTargetInfo const& cur)
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{
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for (ConditionList::const_iterator i_spellST = conditions.begin(); i_spellST != conditions.end(); ++i_spellST)
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{
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if ((*i_spellST)->mConditionType != CONDITION_SPELL_SCRIPT_TARGET)
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if ((*i_spellST)->ConditionType != CONDITION_SPELL_SCRIPT_TARGET)
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continue;
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if ((*i_spellST)->mConditionValue3 && !((*i_spellST)->mConditionValue3 & effectMask))
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if ((*i_spellST)->ConditionValue3 && !((*i_spellST)->ConditionValue3 & effectMask))
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continue;
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if ((*i_spellST)->mConditionValue1 == SPELL_TARGET_TYPE_CREATURE)
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SearchAreaTarget(unitList, radius, pushType, SPELL_TARGETS_ENTRY, (*i_spellST)->mConditionValue2);
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else if ((*i_spellST)->mConditionValue1 == SPELL_TARGET_TYPE_CONTROLLED)
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if ((*i_spellST)->ConditionValue1 == SPELL_TARGET_TYPE_CREATURE)
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SearchAreaTarget(unitList, radius, pushType, SPELL_TARGETS_ENTRY, (*i_spellST)->ConditionValue2);
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else if ((*i_spellST)->ConditionValue1 == SPELL_TARGET_TYPE_CONTROLLED)
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{
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for (Unit::ControlList::iterator itr = m_caster->m_Controlled.begin(); itr != m_caster->m_Controlled.end(); ++itr)
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if ((*itr)->GetEntry() == (*i_spellST)->mConditionValue2 &&
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if ((*itr)->GetEntry() == (*i_spellST)->ConditionValue2 &&
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(*itr)->IsInMap(m_caster)) // For 60243 and 52173 need skip radius check or use range (no radius entry for effect)
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unitList.push_back(*itr);
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}
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@@ -2626,12 +2626,12 @@ uint32 Spell::SelectEffectTargets(uint32 i, SpellImplicitTargetInfo const& cur)
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{
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for (ConditionList::const_iterator i_spellST = conditions.begin(); i_spellST != conditions.end(); ++i_spellST)
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{
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if ((*i_spellST)->mConditionType != CONDITION_SPELL_SCRIPT_TARGET)
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if ((*i_spellST)->ConditionType != CONDITION_SPELL_SCRIPT_TARGET)
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continue;
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if ((*i_spellST)->mConditionValue3 && !((*i_spellST)->mConditionValue3 & effectMask))
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if ((*i_spellST)->ConditionValue3 && !((*i_spellST)->ConditionValue3 & effectMask))
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continue;
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if ((*i_spellST)->mConditionValue1 == SPELL_TARGET_TYPE_GAMEOBJECT)
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SearchGOAreaTarget(gobjectList, radius, pushType, SPELL_TARGETS_GO, (*i_spellST)->mConditionValue2);
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if ((*i_spellST)->ConditionValue1 == SPELL_TARGET_TYPE_GAMEOBJECT)
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SearchGOAreaTarget(gobjectList, radius, pushType, SPELL_TARGETS_GO, (*i_spellST)->ConditionValue2);
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}
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}
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else
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