[Cosmetic] Apply codestyle "XXX * " and "XXX *" changed to "XXX* " (with some exceptions)
This commit is contained in:
File diff suppressed because it is too large
Load Diff
@@ -114,14 +114,14 @@ struct PlayerTalent
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// Spell modifier (used for modify other spells)
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struct SpellModifier
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{
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SpellModifier(Aura * _ownerAura = NULL) : charges(0), ownerAura(_ownerAura) {}
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SpellModifier(Aura* _ownerAura = NULL) : charges(0), ownerAura(_ownerAura) {}
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SpellModOp op : 8;
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SpellModType type : 8;
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int16 charges : 16;
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int32 value;
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flag96 mask;
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uint32 spellId;
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Aura * const ownerAura;
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Aura* const ownerAura;
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};
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typedef UNORDERED_MAP<uint32, PlayerTalent*> PlayerTalentMap;
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@@ -276,8 +276,8 @@ struct DuelInfo
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{
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DuelInfo() : initiator(NULL), opponent(NULL), startTimer(0), startTime(0), outOfBound(0) {}
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Player *initiator;
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Player *opponent;
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Player* initiator;
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Player* opponent;
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time_t startTimer;
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time_t startTime;
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time_t outOfBound;
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@@ -824,7 +824,7 @@ enum PlayerDelayedOperations
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struct InstancePlayerBind
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{
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InstanceSave *save;
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InstanceSave* save;
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bool perm;
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/* permanent PlayerInstanceBinds are created in Raid/Heroic instances for players
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that aren't already permanently bound when they are inside when a boss is killed
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@@ -1063,7 +1063,7 @@ class Player : public Unit, public GridObject<Player>
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friend void Item::AddToUpdateQueueOf(Player* player);
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friend void Item::RemoveFromUpdateQueueOf(Player* player);
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public:
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explicit Player (WorldSession *session);
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explicit Player (WorldSession* session);
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~Player ();
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void CleanupsBeforeDelete(bool finalCleanup = true);
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@@ -1075,7 +1075,7 @@ class Player : public Unit, public GridObject<Player>
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void RemoveFromWorld();
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bool TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options = 0);
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void TeleportOutOfMap(Map *oldMap);
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void TeleportOutOfMap(Map* oldMap);
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bool TeleportTo(WorldLocation const &loc, uint32 options = 0)
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{
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@@ -1194,7 +1194,7 @@ class Player : public Unit, public GridObject<Player>
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void Yell(const std::string& text, const uint32 language);
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void TextEmote(const std::string& text);
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void Whisper(const std::string& text, const uint32 language, uint64 receiver);
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void BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const;
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void BuildPlayerChat(WorldPacket* data, uint8 msgtype, const std::string& text, uint32 language) const;
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/*********************************************************/
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/*** STORAGE SYSTEM ***/
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@@ -1219,7 +1219,7 @@ class Player : public Unit, public GridObject<Player>
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Item* GetWeaponForAttack(WeaponAttackType attackType, bool useable = false) const;
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Item* GetShield(bool useable = false) const;
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static uint8 GetAttackBySlot(uint8 slot); // MAX_ATTACK if not weapon slot
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std::vector<Item *> &GetItemUpdateQueue() { return m_itemUpdateQueue; }
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std::vector<Item*> &GetItemUpdateQueue() { return m_itemUpdateQueue; }
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static bool IsInventoryPos(uint16 pos) { return IsInventoryPos(pos >> 8, pos & 255); }
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static bool IsInventoryPos(uint8 bag, uint8 slot);
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static bool IsEquipmentPos(uint16 pos) { return IsEquipmentPos(pos >> 8, pos & 255); }
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@@ -1252,7 +1252,7 @@ class Player : public Unit, public GridObject<Player>
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}
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InventoryResult CanStoreItems(Item** pItem, int count) const;
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InventoryResult CanEquipNewItem(uint8 slot, uint16& dest, uint32 item, bool swap) const;
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InventoryResult CanEquipItem(uint8 slot, uint16& dest, Item *pItem, bool swap, bool not_loading = true) const;
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InventoryResult CanEquipItem(uint8 slot, uint16& dest, Item* pItem, bool swap, bool not_loading = true) const;
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InventoryResult CanEquipUniqueItem(Item* pItem, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1) const;
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InventoryResult CanEquipUniqueItem(ItemTemplate const* itemProto, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1) const;
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@@ -1265,9 +1265,9 @@ class Player : public Unit, public GridObject<Player>
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InventoryResult CanUseAmmo(uint32 item) const;
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Item* StoreNewItem(ItemPosCountVec const& pos, uint32 item, bool update, int32 randomPropertyId = 0, AllowedLooterSet* allowedLooters = NULL);
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Item* StoreItem(ItemPosCountVec const& pos, Item *pItem, bool update);
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Item* StoreItem(ItemPosCountVec const& pos, Item* pItem, bool update);
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Item* EquipNewItem(uint16 pos, uint32 item, bool update);
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Item* EquipItem(uint16 pos, Item *pItem, bool update);
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Item* EquipItem(uint16 pos, Item* pItem, bool update);
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void AutoUnequipOffhandIfNeed(bool force = false);
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bool StoreNewItemInBestSlots(uint32 item_id, uint32 item_count);
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void AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast = false);
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@@ -1275,7 +1275,7 @@ class Player : public Unit, public GridObject<Player>
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void StoreLootItem(uint8 lootSlot, Loot* loot);
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InventoryResult _CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count = NULL) const;
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InventoryResult _CanStoreItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 entry, uint32 count, Item *pItem = NULL, bool swap = false, uint32* no_space_count = NULL) const;
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InventoryResult _CanStoreItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 entry, uint32 count, Item* pItem = NULL, bool swap = false, uint32* no_space_count = NULL) const;
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void AddRefundReference(uint32 it);
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void DeleteRefundReference(uint32 it);
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@@ -1284,15 +1284,15 @@ class Player : public Unit, public GridObject<Player>
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void SetAmmo(uint32 item);
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void RemoveAmmo();
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float GetAmmoDPS() const { return m_ammoDPS; }
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bool CheckAmmoCompatibility(const ItemTemplate *ammo_proto) const;
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void QuickEquipItem(uint16 pos, Item *pItem);
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void VisualizeItem(uint8 slot, Item *pItem);
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void SetVisibleItemSlot(uint8 slot, Item *pItem);
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Item* BankItem(ItemPosCountVec const& dest, Item *pItem, bool update)
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bool CheckAmmoCompatibility(const ItemTemplate* ammo_proto) const;
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void QuickEquipItem(uint16 pos, Item* pItem);
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void VisualizeItem(uint8 slot, Item* pItem);
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void SetVisibleItemSlot(uint8 slot, Item* pItem);
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Item* BankItem(ItemPosCountVec const& dest, Item* pItem, bool update)
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{
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return StoreItem(dest, pItem, update);
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}
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Item* BankItem(uint16 pos, Item *pItem, bool update);
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Item* BankItem(uint16 pos, Item* pItem, bool update);
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void RemoveItem(uint8 bag, uint8 slot, bool update);
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void MoveItemFromInventory(uint8 bag, uint8 slot, bool update);
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// in trade, auction, guild bank, mail....
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@@ -1306,7 +1306,7 @@ class Player : public Unit, public GridObject<Player>
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void DestroyZoneLimitedItem(bool update, uint32 new_zone);
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void SplitItem(uint16 src, uint16 dst, uint32 count);
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void SwapItem(uint16 src, uint16 dst);
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void AddItemToBuyBackSlot(Item *pItem);
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void AddItemToBuyBackSlot(Item* pItem);
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Item* GetItemFromBuyBackSlot(uint32 slot);
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void RemoveItemFromBuyBackSlot(uint32 slot, bool del);
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uint32 GetMaxKeyringSize() const { return KEYRING_SLOT_END-KEYRING_SLOT_START; }
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@@ -1327,9 +1327,9 @@ class Player : public Unit, public GridObject<Player>
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Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
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return mainItem && mainItem->GetTemplate()->InventoryType == INVTYPE_2HWEAPON && !CanTitanGrip();
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}
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void SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast = false);
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void SendNewItem(Item* item, uint32 count, bool received, bool created, bool broadcast = false);
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bool BuyItemFromVendorSlot(uint64 vendorguid, uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot);
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bool _StoreOrEquipNewItem(uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot, int32 price, ItemTemplate const *pProto, Creature *pVendor, VendorItem const* crItem, bool bStore);
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bool _StoreOrEquipNewItem(uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot, int32 price, ItemTemplate const* pProto, Creature* pVendor, VendorItem const* crItem, bool bStore);
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float GetReputationPriceDiscount(Creature const* pCreature) const;
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@@ -1341,17 +1341,17 @@ class Player : public Unit, public GridObject<Player>
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void UpdateSoulboundTradeItems();
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void RemoveTradeableItem(Item* item);
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void UpdateItemDuration(uint32 time, bool realtimeonly = false);
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void AddEnchantmentDurations(Item *item);
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void RemoveEnchantmentDurations(Item *item);
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void AddEnchantmentDurations(Item* item);
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void RemoveEnchantmentDurations(Item* item);
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void RemoveArenaEnchantments(EnchantmentSlot slot);
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void AddEnchantmentDuration(Item *item, EnchantmentSlot slot, uint32 duration);
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void ApplyEnchantment(Item *item, EnchantmentSlot slot, bool apply, bool apply_dur = true, bool ignore_condition = false);
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void ApplyEnchantment(Item *item, bool apply);
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void AddEnchantmentDuration(Item* item, EnchantmentSlot slot, uint32 duration);
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void ApplyEnchantment(Item* item, EnchantmentSlot slot, bool apply, bool apply_dur = true, bool ignore_condition = false);
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void ApplyEnchantment(Item* item, bool apply);
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void UpdateSkillEnchantments(uint16 skill_id, uint16 curr_value, uint16 new_value);
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void SendEnchantmentDurations();
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void BuildEnchantmentsInfoData(WorldPacket *data);
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void AddItemDurations(Item *item);
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void RemoveItemDurations(Item *item);
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void BuildEnchantmentsInfoData(WorldPacket* data);
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void AddItemDurations(Item* item);
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void RemoveItemDurations(Item* item);
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void SendItemDurations();
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void LoadCorpse();
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void LoadPet();
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@@ -1381,18 +1381,18 @@ class Player : public Unit, public GridObject<Player>
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void PrepareQuestMenu(uint64 guid);
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void SendPreparedQuest(uint64 guid);
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bool IsActiveQuest(uint32 quest_id) const;
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Quest const *GetNextQuest(uint64 guid, Quest const *pQuest);
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bool CanSeeStartQuest(Quest const *pQuest);
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bool CanTakeQuest(Quest const *pQuest, bool msg);
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bool CanAddQuest(Quest const *pQuest, bool msg);
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Quest const* GetNextQuest(uint64 guid, Quest const* pQuest);
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bool CanSeeStartQuest(Quest const* pQuest);
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bool CanTakeQuest(Quest const* pQuest, bool msg);
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bool CanAddQuest(Quest const* pQuest, bool msg);
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bool CanCompleteQuest(uint32 quest_id);
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bool CanCompleteRepeatableQuest(Quest const *pQuest);
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bool CanRewardQuest(Quest const *pQuest, bool msg);
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bool CanRewardQuest(Quest const *pQuest, uint32 reward, bool msg);
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void AddQuest(Quest const *pQuest, Object *questGiver);
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bool CanCompleteRepeatableQuest(Quest const* pQuest);
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bool CanRewardQuest(Quest const* pQuest, bool msg);
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bool CanRewardQuest(Quest const* pQuest, uint32 reward, bool msg);
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void AddQuest(Quest const* pQuest, Object* questGiver);
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void CompleteQuest(uint32 quest_id);
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void IncompleteQuest(uint32 quest_id);
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void RewardQuest(Quest const *pQuest, uint32 reward, Object* questGiver, bool announce = true);
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void RewardQuest(Quest const* pQuest, uint32 reward, Object* questGiver, bool announce = true);
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void FailQuest(uint32 quest_id);
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bool SatisfyQuestSkillOrClass(Quest const* qInfo, bool msg);
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bool SatisfyQuestLevel(Quest const* qInfo, bool msg);
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@@ -1408,7 +1408,7 @@ class Player : public Unit, public GridObject<Player>
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bool SatisfyQuestPrevChain(Quest const* qInfo, bool msg);
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bool SatisfyQuestDay(Quest const* qInfo, bool msg);
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bool SatisfyQuestWeek(Quest const* qInfo, bool msg);
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bool GiveQuestSourceItem(Quest const *pQuest);
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bool GiveQuestSourceItem(Quest const* pQuest);
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bool TakeQuestSourceItem(uint32 questId, bool msg);
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bool GetQuestRewardStatus(uint32 quest_id) const;
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QuestStatus GetQuestStatus(uint32 quest_id) const;
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@@ -1474,12 +1474,12 @@ class Player : public Unit, public GridObject<Player>
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bool CanShareQuest(uint32 quest_id) const;
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void SendQuestComplete(uint32 quest_id);
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void SendQuestReward(Quest const *pQuest, uint32 XP, Object* questGiver);
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void SendQuestReward(Quest const* pQuest, uint32 XP, Object* questGiver);
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void SendQuestFailed(uint32 questId, InventoryResult reason = EQUIP_ERR_OK);
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void SendQuestTimerFailed(uint32 quest_id);
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void SendCanTakeQuestResponse(uint32 msg);
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void SendQuestConfirmAccept(Quest const* pQuest, Player* pReceiver);
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void SendPushToPartyResponse(Player *pPlayer, uint32 msg);
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void SendPushToPartyResponse(Player* pPlayer, uint32 msg);
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void SendQuestUpdateAddItem(Quest const* pQuest, uint32 item_idx, uint16 count);
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void SendQuestUpdateAddCreatureOrGo(Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint16 old_count, uint16 add_count);
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void SendQuestUpdateAddPlayer(Quest const* pQuest, uint16 old_count, uint16 add_count);
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@@ -1567,8 +1567,8 @@ class Player : public Unit, public GridObject<Player>
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}
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uint64 GetSelection() const { return m_curSelection; }
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Unit *GetSelectedUnit() const;
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Player *GetSelectedPlayer() const;
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Unit* GetSelectedUnit() const;
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Player* GetSelectedPlayer() const;
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void SetSelection(uint64 guid) { m_curSelection = guid; SetUInt64Value(UNIT_FIELD_TARGET, guid); }
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uint8 GetComboPoints() { return m_comboPoints; }
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@@ -1654,8 +1654,8 @@ class Player : public Unit, public GridObject<Player>
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bool resetTalents(bool no_cost = false);
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uint32 resetTalentsCost() const;
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void InitTalentForLevel();
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void BuildPlayerTalentsInfoData(WorldPacket *data);
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void BuildPetTalentsInfoData(WorldPacket *data);
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void BuildPlayerTalentsInfoData(WorldPacket* data);
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void BuildPetTalentsInfoData(WorldPacket* data);
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void SendTalentsInfoData(bool pet);
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void LearnTalent(uint32 talentId, uint32 talentRank);
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void LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank);
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@@ -1693,7 +1693,7 @@ class Player : public Unit, public GridObject<Player>
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SpellCooldowns const& GetSpellCooldownMap() const { return m_spellCooldowns; }
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void AddSpellMod(SpellModifier* mod, bool apply);
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bool IsAffectedBySpellmod(SpellInfo const *spellInfo, SpellModifier *mod, Spell* spell = NULL);
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bool IsAffectedBySpellmod(SpellInfo const* spellInfo, SpellModifier* mod, Spell* spell = NULL);
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template <class T> T ApplySpellMod(uint32 spellId, SpellModOp op, T &basevalue, Spell* spell = NULL);
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void RemoveSpellMods(Spell* spell);
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void RestoreSpellMods(Spell* spell, uint32 ownerAuraId = 0, Aura* aura = NULL);
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@@ -1790,7 +1790,7 @@ class Player : public Unit, public GridObject<Player>
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}
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/** todo: -maybe move UpdateDuelFlag+DuelComplete to independent DuelHandler.. **/
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DuelInfo *duel;
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DuelInfo* duel;
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void UpdateDuelFlag(time_t currTime);
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void CheckDuelDistance(time_t currTime);
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void DuelComplete(DuelCompleteType type);
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@@ -1849,7 +1849,7 @@ class Player : public Unit, public GridObject<Player>
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uint32 GetBaseDefenseSkillValue() const { return GetBaseSkillValue(SKILL_DEFENSE); }
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uint32 GetBaseWeaponSkillValue(WeaponAttackType attType) const;
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uint32 GetSpellByProto(ItemTemplate *proto);
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uint32 GetSpellByProto(ItemTemplate* proto);
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float GetHealthBonusFromStamina();
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float GetManaBonusFromIntellect();
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@@ -1911,8 +1911,8 @@ class Player : public Unit, public GridObject<Player>
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WorldSession* GetSession() const { return m_session; }
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void BuildCreateUpdateBlockForPlayer(UpdateData *data, Player *target) const;
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void DestroyForPlayer(Player *target, bool anim = false) const;
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void BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const;
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void DestroyForPlayer(Player* target, bool anim = false) const;
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void SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 BonusXP, bool recruitAFriend = false, float group_rate=1.0f);
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// notifiers
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@@ -1933,17 +1933,17 @@ class Player : public Unit, public GridObject<Player>
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virtual bool SetPosition(float x, float y, float z, float orientation, bool teleport = false);
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bool SetPosition(const Position &pos, bool teleport = false) { return SetPosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation(), teleport); }
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void UpdateUnderwaterState(Map * m, float x, float y, float z);
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void UpdateUnderwaterState(Map* m, float x, float y, float z);
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void SendMessageToSet(WorldPacket *data, bool self) {SendMessageToSetInRange(data, GetVisibilityRange(), self); };// overwrite Object::SendMessageToSet
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void SendMessageToSetInRange(WorldPacket *data, float fist, bool self);// overwrite Object::SendMessageToSetInRange
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void SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only);
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void SendMessageToSet(WorldPacket *data, Player const* skipped_rcvr);
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void SendMessageToSet(WorldPacket* data, bool self) {SendMessageToSetInRange(data, GetVisibilityRange(), self); };// overwrite Object::SendMessageToSet
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void SendMessageToSetInRange(WorldPacket* data, float fist, bool self);// overwrite Object::SendMessageToSetInRange
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void SendMessageToSetInRange(WorldPacket* data, float dist, bool self, bool own_team_only);
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void SendMessageToSet(WorldPacket* data, Player const* skipped_rcvr);
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void SendTeleportPacket(Position &oldPos);
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void SendTeleportAckPacket();
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Corpse *GetCorpse() const;
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Corpse* GetCorpse() const;
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void SpawnCorpseBones();
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void CreateCorpse();
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bool FallGround(uint8 FallMode = 0);
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@@ -1973,15 +1973,15 @@ class Player : public Unit, public GridObject<Player>
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bool CanJoinConstantChannelInZone(ChatChannelsEntry const* channel, AreaTableEntry const* zone);
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void JoinedChannel(Channel *c);
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void LeftChannel(Channel *c);
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void JoinedChannel(Channel* c);
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void LeftChannel(Channel* c);
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void CleanupChannels();
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void UpdateLocalChannels(uint32 newZone);
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void LeaveLFGChannel();
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void UpdateDefense();
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void UpdateWeaponSkill (WeaponAttackType attType);
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void UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool defence);
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void UpdateCombatSkills(Unit* pVictim, WeaponAttackType attType, bool defence);
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void SetSkill(uint16 id, uint16 step, uint16 currVal, uint16 maxVal);
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uint16 GetMaxSkillValue(uint32 skill) const; // max + perm. bonus + temp bonus
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@@ -2025,8 +2025,8 @@ class Player : public Unit, public GridObject<Player>
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ReputationMgr& GetReputationMgr() { return m_reputationMgr; }
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ReputationMgr const& GetReputationMgr() const { return m_reputationMgr; }
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ReputationRank GetReputationRank(uint32 faction_id) const;
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void RewardReputation(Unit *pVictim, float rate);
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void RewardReputation(Quest const *pQuest);
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void RewardReputation(Unit* pVictim, float rate);
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void RewardReputation(Quest const* pQuest);
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void UpdateSkillsForLevel();
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void UpdateSkillsToMaxSkillsForLevel(); // for .levelup
|
||||
@@ -2036,7 +2036,7 @@ class Player : public Unit, public GridObject<Player>
|
||||
/*** PVP SYSTEM ***/
|
||||
/*********************************************************/
|
||||
void UpdateHonorFields();
|
||||
bool RewardHonor(Unit *pVictim, uint32 groupsize, int32 honor = -1, bool pvptoken = false);
|
||||
bool RewardHonor(Unit* pVictim, uint32 groupsize, int32 honor = -1, bool pvptoken = false);
|
||||
uint32 GetHonorPoints() const { return GetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY); }
|
||||
uint32 GetArenaPoints() const { return GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY); }
|
||||
void ModifyHonorPoints(int32 value, SQLTransaction* trans = NULL); //! If trans is specified, honor save query will be added to trans
|
||||
@@ -2078,28 +2078,28 @@ class Player : public Unit, public GridObject<Player>
|
||||
|
||||
void ResetAllPowers();
|
||||
|
||||
void _ApplyWeaponDependentAuraMods(Item *item, WeaponAttackType attackType, bool apply);
|
||||
void _ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, AuraEffect const* aura, bool apply);
|
||||
void _ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, AuraEffect const* aura, bool apply);
|
||||
void _ApplyWeaponDependentAuraMods(Item* item, WeaponAttackType attackType, bool apply);
|
||||
void _ApplyWeaponDependentAuraCritMod(Item* item, WeaponAttackType attackType, AuraEffect const* aura, bool apply);
|
||||
void _ApplyWeaponDependentAuraDamageMod(Item* item, WeaponAttackType attackType, AuraEffect const* aura, bool apply);
|
||||
|
||||
void _ApplyItemMods(Item *item, uint8 slot, bool apply);
|
||||
void _ApplyItemMods(Item* item, uint8 slot, bool apply);
|
||||
void _RemoveAllItemMods();
|
||||
void _ApplyAllItemMods();
|
||||
void _ApplyAllLevelScaleItemMods(bool apply);
|
||||
void _ApplyItemBonuses(ItemTemplate const *proto, uint8 slot, bool apply, bool only_level_scale = false);
|
||||
void _ApplyWeaponDamage(uint8 slot, ItemTemplate const *proto, ScalingStatValuesEntry const *ssv, bool apply);
|
||||
void _ApplyItemBonuses(ItemTemplate const* proto, uint8 slot, bool apply, bool only_level_scale = false);
|
||||
void _ApplyWeaponDamage(uint8 slot, ItemTemplate const* proto, ScalingStatValuesEntry const* ssv, bool apply);
|
||||
void _ApplyAmmoBonuses();
|
||||
bool EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot);
|
||||
void ToggleMetaGemsActive(uint8 exceptslot, bool apply);
|
||||
void CorrectMetaGemEnchants(uint8 slot, bool apply);
|
||||
void InitDataForForm(bool reapplyMods = false);
|
||||
|
||||
void ApplyItemEquipSpell(Item *item, bool apply, bool form_change = false);
|
||||
void ApplyItemEquipSpell(Item* item, bool apply, bool form_change = false);
|
||||
void ApplyEquipSpell(SpellInfo const* spellInfo, Item* item, bool apply, bool form_change = false);
|
||||
void UpdateEquipSpellsAtFormChange();
|
||||
void CastItemCombatSpell(Unit* target, WeaponAttackType attType, uint32 procVictim, uint32 procEx);
|
||||
void CastItemUseSpell(Item *item, SpellCastTargets const& targets, uint8 cast_count, uint32 glyphIndex);
|
||||
void CastItemCombatSpell(Unit* target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item *item, ItemTemplate const* proto);
|
||||
void CastItemUseSpell(Item* item, SpellCastTargets const& targets, uint8 cast_count, uint32 glyphIndex);
|
||||
void CastItemCombatSpell(Unit* target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item* item, ItemTemplate const* proto);
|
||||
|
||||
void SendEquipmentSetList();
|
||||
void SetEquipmentSet(uint32 index, EquipmentSet eqset);
|
||||
@@ -2107,13 +2107,13 @@ class Player : public Unit, public GridObject<Player>
|
||||
|
||||
void SendInitWorldStates(uint32 zone, uint32 area);
|
||||
void SendUpdateWorldState(uint32 Field, uint32 Value);
|
||||
void SendDirectMessage(WorldPacket *data);
|
||||
void SendDirectMessage(WorldPacket* data);
|
||||
void SendBGWeekendWorldStates();
|
||||
|
||||
void SendAurasForTarget(Unit* target);
|
||||
|
||||
PlayerMenu* PlayerTalkClass;
|
||||
std::vector<ItemSetEffect *> ItemSetEff;
|
||||
std::vector<ItemSetEffect*> ItemSetEff;
|
||||
|
||||
void SendLoot(uint64 guid, LootType loot_type);
|
||||
void SendLootRelease(uint64 guid);
|
||||
@@ -2233,7 +2233,7 @@ class Player : public Unit, public GridObject<Player>
|
||||
/*** OUTDOOR PVP SYSTEM ***/
|
||||
/*********************************************************/
|
||||
|
||||
OutdoorPvP * GetOutdoorPvP() const;
|
||||
OutdoorPvP* GetOutdoorPvP() const;
|
||||
// returns true if the player is in active state for outdoor pvp objective capturing, false otherwise
|
||||
bool IsOutdoorPvPActive();
|
||||
|
||||
@@ -2265,8 +2265,8 @@ class Player : public Unit, public GridObject<Player>
|
||||
/*** VARIOUS SYSTEMS ***/
|
||||
/*********************************************************/
|
||||
void UpdateFallInformationIfNeed(MovementInfo const& minfo, uint16 opcode);
|
||||
Unit *m_mover;
|
||||
WorldObject *m_seer;
|
||||
Unit* m_mover;
|
||||
WorldObject* m_seer;
|
||||
void SetFallInformation(uint32 time, float z)
|
||||
{
|
||||
m_lastFallTime = time;
|
||||
@@ -2284,8 +2284,8 @@ class Player : public Unit, public GridObject<Player>
|
||||
m_mover = target;
|
||||
m_mover->m_movedPlayer = this;
|
||||
}
|
||||
void SetSeer(WorldObject *target) { m_seer = target; }
|
||||
void SetViewpoint(WorldObject *target, bool apply);
|
||||
void SetSeer(WorldObject* target) { m_seer = target; }
|
||||
void SetViewpoint(WorldObject* target, bool apply);
|
||||
WorldObject* GetViewpoint() const;
|
||||
void StopCastingCharm();
|
||||
void StopCastingBindSight();
|
||||
@@ -2368,10 +2368,10 @@ class Player : public Unit, public GridObject<Player>
|
||||
BoundInstancesMap m_boundInstances[MAX_DIFFICULTY];
|
||||
InstancePlayerBind* GetBoundInstance(uint32 mapid, Difficulty difficulty);
|
||||
BoundInstancesMap& GetBoundInstances(Difficulty difficulty) { return m_boundInstances[difficulty]; }
|
||||
InstanceSave * GetInstanceSave(uint32 mapid, bool raid);
|
||||
InstanceSave* GetInstanceSave(uint32 mapid, bool raid);
|
||||
void UnbindInstance(uint32 mapid, Difficulty difficulty, bool unload = false);
|
||||
void UnbindInstance(BoundInstancesMap::iterator &itr, Difficulty difficulty, bool unload = false);
|
||||
InstancePlayerBind* BindToInstance(InstanceSave *save, bool permanent, bool load = false);
|
||||
InstancePlayerBind* BindToInstance(InstanceSave* save, bool permanent, bool load = false);
|
||||
void BindToInstance();
|
||||
void SetPendingBind(InstanceSave* save, uint32 bindTimer) { _pendingBind = save; _pendingBindTimer = bindTimer; }
|
||||
bool HasPendingBind() const { return _pendingBind != NULL; }
|
||||
@@ -2401,10 +2401,10 @@ class Player : public Unit, public GridObject<Player>
|
||||
/*** GROUP SYSTEM ***/
|
||||
/*********************************************************/
|
||||
|
||||
Group * GetGroupInvite() { return m_groupInvite; }
|
||||
Group* GetGroupInvite() { return m_groupInvite; }
|
||||
void SetGroupInvite(Group* group) { m_groupInvite = group; }
|
||||
Group * GetGroup() { return m_group.getTarget(); }
|
||||
const Group * GetGroup() const { return (const Group*)m_group.getTarget(); }
|
||||
Group* GetGroup() { return m_group.getTarget(); }
|
||||
const Group* GetGroup() const { return (const Group*)m_group.getTarget(); }
|
||||
GroupReference& GetGroupRef() { return m_group; }
|
||||
void SetGroup(Group* group, int8 subgroup = -1);
|
||||
uint8 GetSubGroup() const { return m_group.getSubGroup(); }
|
||||
@@ -2417,7 +2417,7 @@ class Player : public Unit, public GridObject<Player>
|
||||
// Battleground Group System
|
||||
void SetBattlegroundRaid(Group* group, int8 subgroup = -1);
|
||||
void RemoveFromBattlegroundRaid();
|
||||
Group * GetOriginalGroup() { return m_originalGroup.getTarget(); }
|
||||
Group* GetOriginalGroup() { return m_originalGroup.getTarget(); }
|
||||
GroupReference& GetOriginalGroupRef() { return m_originalGroup; }
|
||||
uint8 GetOriginalSubGroup() const { return m_originalGroup.getSubGroup(); }
|
||||
void SetOriginalGroup(Group* group, int8 subgroup = -1);
|
||||
@@ -2428,7 +2428,7 @@ class Player : public Unit, public GridObject<Player>
|
||||
MapReference &GetMapRef() { return m_mapRef; }
|
||||
|
||||
// Set map to player and add reference
|
||||
void SetMap(Map * map);
|
||||
void SetMap(Map* map);
|
||||
void ResetMap();
|
||||
|
||||
bool isAllowedToLoot(const Creature* creature);
|
||||
@@ -2525,7 +2525,7 @@ class Player : public Unit, public GridObject<Player>
|
||||
void _LoadInventory(PreparedQueryResult result, uint32 timeDiff);
|
||||
void _LoadMailInit(PreparedQueryResult resultUnread, PreparedQueryResult resultDelivery);
|
||||
void _LoadMail();
|
||||
void _LoadMailedItems(Mail *mail);
|
||||
void _LoadMailedItems(Mail* mail);
|
||||
void _LoadQuestStatus(PreparedQueryResult result);
|
||||
void _LoadQuestStatusRewarded(PreparedQueryResult result);
|
||||
void _LoadDailyQuestStatus(PreparedQueryResult result);
|
||||
@@ -2564,8 +2564,8 @@ class Player : public Unit, public GridObject<Player>
|
||||
void _SaveStats(SQLTransaction& trans);
|
||||
void _SaveInstanceTimeRestrictions(SQLTransaction& trans);
|
||||
|
||||
void _SetCreateBits(UpdateMask *updateMask, Player *target) const;
|
||||
void _SetUpdateBits(UpdateMask *updateMask, Player *target) const;
|
||||
void _SetCreateBits(UpdateMask* updateMask, Player* target) const;
|
||||
void _SetUpdateBits(UpdateMask* updateMask, Player* target) const;
|
||||
|
||||
/*********************************************************/
|
||||
/*** ENVIRONMENTAL SYSTEM ***/
|
||||
@@ -2619,7 +2619,7 @@ class Player : public Unit, public GridObject<Player>
|
||||
|
||||
PlayerMails m_mail;
|
||||
PlayerSpellMap m_spells;
|
||||
PlayerTalentMap *m_talents[MAX_TALENT_SPECS];
|
||||
PlayerTalentMap* m_talents[MAX_TALENT_SPECS];
|
||||
uint32 m_lastPotionId; // last used health/mana potion in combat, that block next potion use
|
||||
|
||||
GlobalCooldownMgr m_GlobalCooldownMgr;
|
||||
@@ -2655,7 +2655,7 @@ class Player : public Unit, public GridObject<Player>
|
||||
float m_resurrectX, m_resurrectY, m_resurrectZ;
|
||||
uint32 m_resurrectHealth, m_resurrectMana;
|
||||
|
||||
WorldSession *m_session;
|
||||
WorldSession* m_session;
|
||||
|
||||
typedef std::list<Channel*> JoinedChannelsList;
|
||||
JoinedChannelsList m_channels;
|
||||
@@ -2709,7 +2709,7 @@ class Player : public Unit, public GridObject<Player>
|
||||
// Groups
|
||||
GroupReference m_group;
|
||||
GroupReference m_originalGroup;
|
||||
Group *m_groupInvite;
|
||||
Group* m_groupInvite;
|
||||
uint32 m_groupUpdateMask;
|
||||
uint64 m_auraRaidUpdateMask;
|
||||
bool m_bPassOnGroupLoot;
|
||||
@@ -2736,10 +2736,10 @@ class Player : public Unit, public GridObject<Player>
|
||||
|
||||
private:
|
||||
// internal common parts for CanStore/StoreItem functions
|
||||
InventoryResult _CanStoreItem_InSpecificSlot(uint8 bag, uint8 slot, ItemPosCountVec& dest, ItemTemplate const *pProto, uint32& count, bool swap, Item *pSrcItem) const;
|
||||
InventoryResult _CanStoreItem_InBag(uint8 bag, ItemPosCountVec& dest, ItemTemplate const *pProto, uint32& count, bool merge, bool non_specialized, Item *pSrcItem, uint8 skip_bag, uint8 skip_slot) const;
|
||||
InventoryResult _CanStoreItem_InInventorySlots(uint8 slot_begin, uint8 slot_end, ItemPosCountVec& dest, ItemTemplate const *pProto, uint32& count, bool merge, Item *pSrcItem, uint8 skip_bag, uint8 skip_slot) const;
|
||||
Item* _StoreItem(uint16 pos, Item *pItem, uint32 count, bool clone, bool update);
|
||||
InventoryResult _CanStoreItem_InSpecificSlot(uint8 bag, uint8 slot, ItemPosCountVec& dest, ItemTemplate const* pProto, uint32& count, bool swap, Item* pSrcItem) const;
|
||||
InventoryResult _CanStoreItem_InBag(uint8 bag, ItemPosCountVec& dest, ItemTemplate const* pProto, uint32& count, bool merge, bool non_specialized, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot) const;
|
||||
InventoryResult _CanStoreItem_InInventorySlots(uint8 slot_begin, uint8 slot_end, ItemPosCountVec& dest, ItemTemplate const* pProto, uint32& count, bool merge, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot) const;
|
||||
Item* _StoreItem(uint16 pos, Item* pItem, uint32 count, bool clone, bool update);
|
||||
Item* _LoadItem(SQLTransaction& trans, uint32 zoneId, uint32 timeDiff, Field* fields);
|
||||
|
||||
std::set<uint32> m_refundableItems;
|
||||
@@ -2806,8 +2806,8 @@ class Player : public Unit, public GridObject<Player>
|
||||
uint32 _pendingBindTimer;
|
||||
};
|
||||
|
||||
void AddItemsSetItem(Player*player, Item *item);
|
||||
void RemoveItemsSetItem(Player*player, ItemTemplate const *proto);
|
||||
void AddItemsSetItem(Player*player, Item* item);
|
||||
void RemoveItemsSetItem(Player*player, ItemTemplate const* proto);
|
||||
|
||||
// "the bodies of template functions must be made available in a header file"
|
||||
template <class T> T Player::ApplySpellMod(uint32 spellId, SpellModOp op, T &basevalue, Spell* spell)
|
||||
@@ -2824,7 +2824,7 @@ template <class T> T Player::ApplySpellMod(uint32 spellId, SpellModOp op, T &bas
|
||||
|
||||
for (SpellModList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr)
|
||||
{
|
||||
SpellModifier *mod = *itr;
|
||||
SpellModifier* mod = *itr;
|
||||
|
||||
// Charges can be set only for mods with auras
|
||||
if (!mod->ownerAura)
|
||||
|
||||
@@ -182,7 +182,7 @@ void SocialMgr::GetFriendInfo(Player* player, uint32 friendGUID, FriendInfo &fri
|
||||
friendInfo.Level = 0;
|
||||
friendInfo.Class = 0;
|
||||
|
||||
Player *pFriend = ObjectAccessor::FindPlayer(friendGUID);
|
||||
Player* pFriend = ObjectAccessor::FindPlayer(friendGUID);
|
||||
if (!pFriend)
|
||||
return;
|
||||
|
||||
@@ -213,7 +213,7 @@ void SocialMgr::GetFriendInfo(Player* player, uint32 friendGUID, FriendInfo &fri
|
||||
}
|
||||
}
|
||||
|
||||
void SocialMgr::MakeFriendStatusPacket(FriendsResult result, uint32 guid, WorldPacket *data)
|
||||
void SocialMgr::MakeFriendStatusPacket(FriendsResult result, uint32 guid, WorldPacket* data)
|
||||
{
|
||||
data->Initialize(SMSG_FRIEND_STATUS, 5);
|
||||
*data << uint8(result);
|
||||
@@ -272,7 +272,7 @@ void SocialMgr::BroadcastToFriendListers(Player* player, WorldPacket* packet)
|
||||
PlayerSocialMap::const_iterator itr2 = itr->second.m_playerSocialMap.find(guid);
|
||||
if (itr2 != itr->second.m_playerSocialMap.end() && (itr2->second.Flags & SOCIAL_FLAG_FRIEND))
|
||||
{
|
||||
Player *pFriend = ObjectAccessor::FindPlayer(MAKE_NEW_GUID(itr->first, 0, HIGHGUID_PLAYER));
|
||||
Player* pFriend = ObjectAccessor::FindPlayer(MAKE_NEW_GUID(itr->first, 0, HIGHGUID_PLAYER));
|
||||
|
||||
// PLAYER see his team only and PLAYER can't see MODERATOR, GAME MASTER, ADMINISTRATOR characters
|
||||
// MODERATOR, GAME MASTER, ADMINISTRATOR can see all
|
||||
|
||||
@@ -147,7 +147,7 @@ class SocialMgr
|
||||
|
||||
void GetFriendInfo(Player* player, uint32 friendGUID, FriendInfo &friendInfo);
|
||||
// Packet management
|
||||
void MakeFriendStatusPacket(FriendsResult result, uint32 friend_guid, WorldPacket *data);
|
||||
void MakeFriendStatusPacket(FriendsResult result, uint32 friend_guid, WorldPacket* data);
|
||||
void SendFriendStatus(Player* player, FriendsResult result, uint32 friend_guid, bool broadcast);
|
||||
void BroadcastToFriendListers(Player* player, WorldPacket* packet);
|
||||
// Loading
|
||||
|
||||
Reference in New Issue
Block a user