[7248] Check battlemaster_entry data at loading. Code cleanups. Author: zhenya
--HG-- branch : trunk
This commit is contained in:
@@ -582,7 +582,7 @@ void WorldSession::HandleAuctionListBidderItems( WorldPacket & recv_data )
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++count;
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}
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}
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for (AuctionHouseObject::AuctionEntryMap::iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr)
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for (AuctionHouseObject::AuctionEntryMap::const_iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr)
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{
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AuctionEntry *Aentry = itr->second;
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if( Aentry && Aentry->bidder == pl->GetGUIDLow() )
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@@ -629,7 +629,7 @@ void WorldSession::HandleAuctionListOwnerItems( WorldPacket & recv_data )
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uint32 count = 0;
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uint32 totalcount = 0;
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for (AuctionHouseObject::AuctionEntryMap::iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr)
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for (AuctionHouseObject::AuctionEntryMap::const_iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr)
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{
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AuctionEntry *Aentry = itr->second;
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if( Aentry && Aentry->owner == _player->GetGUIDLow() )
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@@ -695,7 +695,7 @@ void WorldSession::HandleAuctionListItems( WorldPacket & recv_data )
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wstrToLower(wsearchedname);
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for (AuctionHouseObject::AuctionEntryMap::iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr)
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for (AuctionHouseObject::AuctionEntryMap::const_iterator itr = mAuctions->GetAuctionsBegin();itr != mAuctions->GetAuctionsEnd();++itr)
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{
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AuctionEntry *Aentry = itr->second;
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Item *item = objmgr.GetAItem(Aentry->item_guidlow);
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+12
-11
@@ -134,18 +134,19 @@ struct BattleGroundObjectInfo
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enum BattleGroundTypeId
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{
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BATTLEGROUND_AV = 1,
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BATTLEGROUND_WS = 2,
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BATTLEGROUND_AB = 3,
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BATTLEGROUND_NA = 4,
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BATTLEGROUND_BE = 5,
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BATTLEGROUND_AA = 6,
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BATTLEGROUND_EY = 7,
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BATTLEGROUND_RL = 8,
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BATTLEGROUND_SA = 9,
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BATTLEGROUND_DS = 10,
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BATTLEGROUND_RV = 11
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BATTLEGROUND_AV = 1,
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BATTLEGROUND_WS = 2,
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BATTLEGROUND_AB = 3,
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BATTLEGROUND_NA = 4,
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BATTLEGROUND_BE = 5,
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BATTLEGROUND_AA = 6,
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BATTLEGROUND_EY = 7,
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BATTLEGROUND_RL = 8,
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BATTLEGROUND_SA = 9,
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BATTLEGROUND_DS = 10,
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BATTLEGROUND_RV = 11
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};
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#define MAX_BATTLEGROUND_TYPE_ID 12
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// handle the queue types and bg types separately to enable joining queue for different sized arenas at the same time
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enum BattleGroundQueueTypeId
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+6
-6
@@ -369,14 +369,14 @@ typedef std::list<VendorItemCount> VendorItemCounts;
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struct TrainerSpell
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{
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uint32 spell;
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uint32 spellcost;
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uint32 reqskill;
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uint32 reqskillvalue;
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uint32 reqlevel;
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uint32 learned_spell;
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uint32 spellCost;
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uint32 reqSkill;
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uint32 reqSkillValue;
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uint32 reqLevel;
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uint32 learnedSpell;
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// helpers
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bool IsCastable() const { return learned_spell != spell; }
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bool IsCastable() const { return learnedSpell != spell; }
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};
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typedef std::vector<TrainerSpell*> TrainerSpellList;
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@@ -270,7 +270,7 @@ void InstanceSaveManager::CleanupInstances()
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// creature_respawn and gameobject_respawn are in another database
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// first, obtain total instance set
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std::set< uint32 > InstanceSet;
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std::set<uint32> InstanceSet;
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QueryResult *result = CharacterDatabase.Query("SELECT id FROM instance");
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if( result )
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{
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@@ -322,7 +322,7 @@ void InstanceSaveManager::PackInstances()
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// TODO: this can be done a LOT more efficiently
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// obtain set of all associations
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std::set< uint32 > InstanceSet;
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std::set<uint32> InstanceSet;
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// all valid ids are in the instance table
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// any associations to ids not in this table are assumed to be
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@@ -344,7 +344,7 @@ void InstanceSaveManager::PackInstances()
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uint32 InstanceNumber = 1;
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// we do assume std::set is sorted properly on integer value
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for (std::set< uint32 >::iterator i = InstanceSet.begin(); i != InstanceSet.end(); ++i)
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for (std::set<uint32>::iterator i = InstanceSet.begin(); i != InstanceSet.end(); ++i)
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{
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if (*i != InstanceNumber)
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{
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@@ -742,7 +742,7 @@ void WorldSession::SendListInventory( uint64 vendorguid )
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float discountMod = _player->GetReputationPriceDiscount(pCreature);
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for(int i = 0; i < numitems; i++ )
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for(int i = 0; i < numitems; ++i )
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{
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if(VendorItem const* crItem = vItems->GetItem(i))
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{
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@@ -166,25 +166,25 @@ void WorldSession::SendTrainerList( uint64 guid, const std::string& strTitle )
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{
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TrainerSpell const* tSpell = *itr;
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if(!_player->IsSpellFitByClassAndRace(tSpell->learned_spell))
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if(!_player->IsSpellFitByClassAndRace(tSpell->learnedSpell))
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continue;
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++count;
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bool primary_prof_first_rank = spellmgr.IsPrimaryProfessionFirstRankSpell(tSpell->learned_spell);
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bool primary_prof_first_rank = spellmgr.IsPrimaryProfessionFirstRankSpell(tSpell->learnedSpell);
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SpellChainNode const* chain_node = spellmgr.GetSpellChainNode(tSpell->learned_spell);
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SpellChainNode const* chain_node = spellmgr.GetSpellChainNode(tSpell->learnedSpell);
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uint32 req_spell = spellmgr.GetSpellRequired(tSpell->spell);
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data << uint32(tSpell->spell); // learned spell (or cast-spell in profession case)
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data << uint8(_player->GetTrainerSpellState(tSpell));
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data << uint32(floor(tSpell->spellcost * fDiscountMod));
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data << uint32(floor(tSpell->spellCost * fDiscountMod));
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data << uint32(primary_prof_first_rank ? 1 : 0); // primary prof. learn confirmation dialog
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data << uint32(primary_prof_first_rank ? 1 : 0); // must be equal prev. field to have learn button in enabled state
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data << uint8(tSpell->reqlevel);
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data << uint32(tSpell->reqskill);
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data << uint32(tSpell->reqskillvalue);
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data << uint8(tSpell->reqLevel);
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data << uint32(tSpell->reqSkill);
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data << uint32(tSpell->reqSkillValue);
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data << uint32(chain_node && chain_node->prev ? chain_node->prev : req_spell);
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data << uint32(chain_node && chain_node->prev ? req_spell : 0);
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data << uint32(0);
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@@ -235,7 +235,7 @@ void WorldSession::HandleTrainerBuySpellOpcode( WorldPacket & recv_data )
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return;
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// apply reputation discount
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uint32 nSpellCost = uint32(floor(trainer_spell->spellcost * _player->GetReputationPriceDiscount(unit)));
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uint32 nSpellCost = uint32(floor(trainer_spell->spellCost * _player->GetReputationPriceDiscount(unit)));
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// check money requirement
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if(_player->GetMoney() < nSpellCost )
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+14
-8
@@ -46,6 +46,7 @@
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#include "Util.h"
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#include "WaypointManager.h"
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#include "InstanceData.h" //for condition_instance_data
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#include "BattleGround.h"
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INSTANTIATE_SINGLETON_1(ObjectMgr);
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@@ -6749,6 +6750,11 @@ void ObjectMgr::LoadBattleMastersEntry()
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uint32 entry = fields[0].GetUInt32();
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uint32 bgTypeId = fields[1].GetUInt32();
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if (bgTypeId >= MAX_BATTLEGROUND_TYPE_ID)
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{
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sLog.outErrorDb("Table `battlemaster_entry` contain entry %u for not existed battleground type %u, ignored.",entry,bgTypeId);
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continue;
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}
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mBattleMastersMap[entry] = bgTypeId;
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@@ -7501,16 +7507,16 @@ void ObjectMgr::LoadTrainerSpell()
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TrainerSpell* pTrainerSpell = new TrainerSpell();
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pTrainerSpell->spell = spell;
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pTrainerSpell->spellcost = fields[2].GetUInt32();
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pTrainerSpell->reqskill = fields[3].GetUInt32();
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pTrainerSpell->reqskillvalue = fields[4].GetUInt32();
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pTrainerSpell->reqlevel = fields[5].GetUInt32();
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pTrainerSpell->spellCost = fields[2].GetUInt32();
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pTrainerSpell->reqSkill = fields[3].GetUInt32();
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pTrainerSpell->reqSkillValue = fields[4].GetUInt32();
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pTrainerSpell->reqLevel = fields[5].GetUInt32();
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if(!pTrainerSpell->reqlevel)
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pTrainerSpell->reqlevel = spellinfo->spellLevel;
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if(!pTrainerSpell->reqLevel)
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pTrainerSpell->reqLevel = spellinfo->spellLevel;
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// calculate learned spell for profession case when stored cast-spell
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pTrainerSpell->learned_spell = spell;
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pTrainerSpell->learnedSpell = spell;
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for(int i = 0; i <3; ++i)
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{
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if(spellinfo->Effect[i]!=SPELL_EFFECT_LEARN_SPELL)
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@@ -7518,7 +7524,7 @@ void ObjectMgr::LoadTrainerSpell()
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if(SpellMgr::IsProfessionOrRidingSpell(spellinfo->EffectTriggerSpell[i]))
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{
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pTrainerSpell->learned_spell = spellinfo->EffectTriggerSpell[i];
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pTrainerSpell->learnedSpell = spellinfo->EffectTriggerSpell[i];
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break;
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}
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}
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+7
-7
@@ -3674,22 +3674,22 @@ TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell
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if (!trainer_spell)
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return TRAINER_SPELL_RED;
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if (!trainer_spell->learned_spell)
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if (!trainer_spell->learnedSpell)
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return TRAINER_SPELL_RED;
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// known spell
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if(HasSpell(trainer_spell->learned_spell))
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if(HasSpell(trainer_spell->learnedSpell))
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return TRAINER_SPELL_GRAY;
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// check race/class requirement
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if(!IsSpellFitByClassAndRace(trainer_spell->learned_spell))
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if(!IsSpellFitByClassAndRace(trainer_spell->learnedSpell))
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return TRAINER_SPELL_RED;
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// check level requirement
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if(getLevel() < trainer_spell->reqlevel)
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if(getLevel() < trainer_spell->reqLevel)
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return TRAINER_SPELL_RED;
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if(SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->learned_spell))
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if(SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->learnedSpell))
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{
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// check prev.rank requirement
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if(spell_chain->prev && !HasSpell(spell_chain->prev))
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@@ -3704,11 +3704,11 @@ TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell
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}
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// check skill requirement
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if(trainer_spell->reqskill && GetBaseSkillValue(trainer_spell->reqskill) < trainer_spell->reqskillvalue)
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if(trainer_spell->reqSkill && GetBaseSkillValue(trainer_spell->reqSkill) < trainer_spell->reqSkillValue)
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return TRAINER_SPELL_RED;
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// exist, already checked at loading
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SpellEntry const* spell = sSpellStore.LookupEntry(trainer_spell->learned_spell);
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SpellEntry const* spell = sSpellStore.LookupEntry(trainer_spell->learnedSpell);
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// secondary prof. or not prof. spell
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uint32 skill = spell->EffectMiscValue[1];
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