Core: Continued cleanup
If and for whitespaces.
This commit is contained in:
@@ -78,7 +78,7 @@ bool VendorItemData::RemoveItem(uint32 item_id)
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VendorItem const* VendorItemData::FindItemCostPair(uint32 item_id, uint32 extendedCost) const
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{
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for (VendorItemList::const_iterator i = m_items.begin(); i != m_items.end(); ++i)
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if((*i)->item == item_id && (*i)->ExtendedCost == extendedCost)
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if ((*i)->item == item_id && (*i)->ExtendedCost == extendedCost)
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return *i;
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return NULL;
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}
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@@ -241,7 +241,7 @@ void Creature::RemoveCorpse(bool setSpawnTime)
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AI()->CorpseRemoved(respawnDelay);
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// Should get removed later, just keep "compatibility" with scripts
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if(setSpawnTime)
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if (setSpawnTime)
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m_respawnTime = time(NULL) + respawnDelay;
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float x, y, z, o;
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@@ -2252,7 +2252,7 @@ void Creature::AllLootRemovedFromCorpse()
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if (!HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE))
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{
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time_t now = time(NULL);
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if(m_corpseRemoveTime <= now)
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if (m_corpseRemoveTime <= now)
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return;
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float decayRate;
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@@ -254,7 +254,7 @@ void PlayerMenu::SendQuestGiverQuestList(QEmote eEmote, const std::string& Title
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data << uint32(eEmote._Emote); // NPC emote
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size_t count_pos = data.wpos();
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data << uint8 ( _questMenu.GetMenuItemCount());
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data << uint8 (_questMenu.GetMenuItemCount());
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uint32 count = 0;
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for (; count < _questMenu.GetMenuItemCount(); ++count)
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{
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@@ -232,13 +232,13 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMa
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case GAMEOBJECT_TYPE_TRAP:
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if (GetGOInfo()->trap.stealthed)
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{
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m_stealth.AddFlag( STEALTH_TRAP);
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m_stealth.AddFlag(STEALTH_TRAP);
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m_stealth.AddValue(STEALTH_TRAP, 300);
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}
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if (GetGOInfo()->trap.invisible)
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{
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m_invisibility.AddFlag( INVISIBILITY_TRAP);
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m_invisibility.AddFlag(INVISIBILITY_TRAP);
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m_invisibility.AddValue(INVISIBILITY_TRAP, 70);
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}
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@@ -255,7 +255,7 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMa
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void GameObject::Update(uint32 diff)
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{
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if(!AI())
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if (!AI())
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{
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if (!AIM_Initialize())
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sLog->outError("Could not initialize GameObjectAI");
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@@ -1523,10 +1523,10 @@ void GameObject::Use(Unit* user)
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if (player->CanUseBattlegroundObject())
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{
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// in battleground check
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Battleground *bg = player->GetBattleground();
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Battleground* bg = player->GetBattleground();
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if (!bg)
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return;
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if( player->GetVehicle())
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if (player->GetVehicle())
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return;
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// BG flag dropped
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// WS:
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@@ -1589,7 +1589,7 @@ void GameObject::Use(Unit* user)
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if (!spellId)
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return;
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SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
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SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellId);
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if (!spellInfo)
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{
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if (user->GetTypeId() != TYPEID_PLAYER || !sOutdoorPvPMgr->HandleCustomSpell(user->ToPlayer(), spellId, this))
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@@ -1520,7 +1520,7 @@ bool Position::HasInArc(float arc, const Position *obj) const
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// move angle to range -pi ... +pi
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angle = MapManager::NormalizeOrientation(angle);
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if(angle > M_PI)
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if (angle > M_PI)
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angle -= 2.0f*M_PI;
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float lborder = -1 * (arc/2.0f); // in range -pi..0
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@@ -39,12 +39,12 @@ ObjectPosSelector::ObjectPosSelector(float x, float y, float size, float dist)
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ObjectPosSelector::UsedPosList::value_type const* ObjectPosSelector::nextUsedPos(UsedPosType uptype)
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{
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UsedPosList::const_iterator itr = m_nextUsedPos[uptype];
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if(itr!=m_UsedPosLists[uptype].end())
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if (itr!=m_UsedPosLists[uptype].end())
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++itr;
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if(itr==m_UsedPosLists[uptype].end())
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if (itr==m_UsedPosLists[uptype].end())
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{
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if(!m_UsedPosLists[~uptype].empty())
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if (!m_UsedPosLists[~uptype].empty())
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return &*m_UsedPosLists[~uptype].rbegin();
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else
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return NULL;
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@@ -55,7 +55,7 @@ ObjectPosSelector::UsedPosList::value_type const* ObjectPosSelector::nextUsedPos
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void ObjectPosSelector::AddUsedPos(float size, float angle, float dist)
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{
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if(angle>=0)
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if (angle>=0)
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m_UsedPosLists[USED_POS_PLUS].insert(UsedPosList::value_type(angle, UsedPos(1.0, size, dist)));
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else
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m_UsedPosLists[USED_POS_MINUS].insert(UsedPosList::value_type(-angle, UsedPos(-1.0, size, dist)));
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@@ -75,9 +75,9 @@ void ObjectPosSelector::InitializeAngle()
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bool ObjectPosSelector::FirstAngle(float& angle)
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{
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if(m_UsedPosLists[USED_POS_PLUS].empty() && !m_UsedPosLists[USED_POS_MINUS].empty() )
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if (m_UsedPosLists[USED_POS_PLUS].empty() && !m_UsedPosLists[USED_POS_MINUS].empty() )
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return NextAngleFor(*m_UsedPosLists[USED_POS_MINUS].begin(), 1.0, USED_POS_PLUS, angle);
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else if(m_UsedPosLists[USED_POS_MINUS].empty() && !m_UsedPosLists[USED_POS_PLUS].empty() )
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else if (m_UsedPosLists[USED_POS_MINUS].empty() && !m_UsedPosLists[USED_POS_PLUS].empty() )
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return NextAngleFor(*m_UsedPosLists[USED_POS_PLUS].begin(), -1.0, USED_POS_MINUS, angle);
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return false;
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@@ -90,7 +90,7 @@ bool ObjectPosSelector::NextAngle(float& angle)
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m_smallStepOk[USED_POS_PLUS] || m_smallStepOk[USED_POS_MINUS] )
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{
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// calculate next possible angle
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if(NextPosibleAngle(angle))
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if (NextPosibleAngle(angle))
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return true;
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}
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@@ -103,53 +103,49 @@ bool ObjectPosSelector::NextUsedAngle(float& angle)
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m_nextUsedPos[USED_POS_MINUS]!=m_UsedPosLists[USED_POS_MINUS].end() )
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{
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// calculate next possible angle
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if(!NextPosibleAngle(angle))
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if (!NextPosibleAngle(angle))
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return true;
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}
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return false;
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}
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bool ObjectPosSelector::NextPosibleAngle( float& angle )
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bool ObjectPosSelector::NextPosibleAngle(float& angle)
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{
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// ++ direction less updated
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if( m_nextUsedPos[USED_POS_PLUS]!=m_UsedPosLists[USED_POS_PLUS].end() &&
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if (m_nextUsedPos[USED_POS_PLUS]!=m_UsedPosLists[USED_POS_PLUS].end() &&
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(m_nextUsedPos[USED_POS_MINUS]==m_UsedPosLists[USED_POS_MINUS].end() || m_nextUsedPos[USED_POS_PLUS]->first <= m_nextUsedPos[USED_POS_MINUS]->first) )
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{
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bool ok;
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if(m_smallStepOk[USED_POS_PLUS])
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if (m_smallStepOk[USED_POS_PLUS])
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ok = NextSmallStepAngle(1.0, USED_POS_PLUS, angle);
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else
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ok = NextAngleFor(*m_nextUsedPos[USED_POS_PLUS], 1.0, USED_POS_PLUS, angle);
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if(!ok)
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if (!ok)
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++m_nextUsedPos[USED_POS_PLUS]; // increase. only at fail (original or checked)
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return ok;
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}
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// -- direction less updated
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else if( m_nextUsedPos[USED_POS_MINUS]!=m_UsedPosLists[USED_POS_MINUS].end())
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else if (m_nextUsedPos[USED_POS_MINUS]!=m_UsedPosLists[USED_POS_MINUS].end())
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{
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bool ok;
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if(m_smallStepOk[USED_POS_MINUS])
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if (m_smallStepOk[USED_POS_MINUS])
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ok = NextSmallStepAngle(-1.0, USED_POS_MINUS, angle);
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else
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ok = NextAngleFor(*m_nextUsedPos[USED_POS_MINUS], -1.0, USED_POS_MINUS, angle);
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if(!ok)
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if (!ok)
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++m_nextUsedPos[USED_POS_MINUS];
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return ok;
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}
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else // both list empty
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{
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if( m_smallStepOk[USED_POS_PLUS] && (!m_smallStepOk[USED_POS_MINUS] || m_smallStepAngle[USED_POS_PLUS] <= m_smallStepAngle[USED_POS_MINUS]) )
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{
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if (m_smallStepOk[USED_POS_PLUS] && (!m_smallStepOk[USED_POS_MINUS] || m_smallStepAngle[USED_POS_PLUS] <= m_smallStepAngle[USED_POS_MINUS]))
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return NextSmallStepAngle(1.0, USED_POS_PLUS, angle);
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}
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// -- direction less updated
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else if( m_smallStepOk[USED_POS_MINUS] )
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{
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else if (m_smallStepOk[USED_POS_MINUS])
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return NextSmallStepAngle(-1.0, USED_POS_MINUS, angle);
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}
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}
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// no angles
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@@ -53,14 +53,14 @@ struct ObjectPosSelector
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bool NextAngle(float& angle);
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bool NextUsedAngle(float& angle);
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bool NextPosibleAngle( float& angle );
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bool NextPosibleAngle(float& angle);
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bool CheckAngle(UsedPosList::value_type const& nextUsedPos, float sign, float angle ) const
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{
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float angle_step2 = GetAngle(nextUsedPos.second);
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float next_angle = nextUsedPos.first;
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if(nextUsedPos.second.sign * sign < 0) // last node from diff. list (-pi+alpha)
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if (nextUsedPos.second.sign * sign < 0) // last node from diff. list (-pi+alpha)
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next_angle = 2*M_PI-next_angle; // move to positive
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return fabs(angle)+angle_step2 <= next_angle;
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@@ -68,13 +68,13 @@ struct ObjectPosSelector
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bool CheckOriginal() const
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{
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return (m_UsedPosLists[USED_POS_PLUS].empty() || CheckAngle( *m_UsedPosLists[USED_POS_PLUS].begin(), 1.0, 0)) &&
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(m_UsedPosLists[USED_POS_MINUS].empty() || CheckAngle( *m_UsedPosLists[USED_POS_MINUS].begin(), -1.0, 0));
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return (m_UsedPosLists[USED_POS_PLUS].empty() || CheckAngle(*m_UsedPosLists[USED_POS_PLUS].begin(), 1.0, 0)) &&
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(m_UsedPosLists[USED_POS_MINUS].empty() || CheckAngle(*m_UsedPosLists[USED_POS_MINUS].begin(), -1.0, 0));
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}
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bool IsNonBalanced() const { return m_UsedPosLists[USED_POS_PLUS].empty() != m_UsedPosLists[USED_POS_MINUS].empty(); }
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bool NextAngleFor( UsedPosList::value_type const& usedPos, float sign, UsedPosType uptype, float &angle )
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bool NextAngleFor(UsedPosList::value_type const& usedPos, float sign, UsedPosType uptype, float &angle)
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{
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float angle_step = GetAngle(usedPos.second);
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@@ -82,10 +82,10 @@ struct ObjectPosSelector
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angle = usedPos.first * usedPos.second.sign + angle_step * sign;
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UsedPosList::value_type const* nextNode = nextUsedPos(uptype);
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if(nextNode)
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if (nextNode)
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{
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// if next node permit use selected angle, then do it
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if(!CheckAngle(*nextNode, sign, angle))
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if (!CheckAngle(*nextNode, sign, angle))
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{
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m_smallStepOk[uptype] = false;
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return false;
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@@ -100,27 +100,27 @@ struct ObjectPosSelector
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return true;
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}
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bool NextSmallStepAngle( float sign, UsedPosType uptype, float &angle )
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bool NextSmallStepAngle(float sign, UsedPosType uptype, float &angle)
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{
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// next possible angle
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angle = m_smallStepAngle[uptype] + m_anglestep * sign;
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if(fabs(angle) > M_PI)
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if (fabs(angle) > M_PI)
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{
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m_smallStepOk[uptype] = false;
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return false;
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}
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if(m_smallStepNextUsedPos[uptype])
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if (m_smallStepNextUsedPos[uptype])
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{
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if(fabs(angle) >= m_smallStepNextUsedPos[uptype]->first)
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if (fabs(angle) >= m_smallStepNextUsedPos[uptype]->first)
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{
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m_smallStepOk[uptype] = false;
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return false;
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}
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// if next node permit use selected angle, then do it
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if(!CheckAngle(*m_smallStepNextUsedPos[uptype], sign, angle))
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if (!CheckAngle(*m_smallStepNextUsedPos[uptype], sign, angle))
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{
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m_smallStepOk[uptype] = false;
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return false;
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@@ -299,7 +299,7 @@ Item* TradeData::GetItem(TradeSlots slot) const
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bool TradeData::HasItem(uint64 item_guid) const
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{
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for(uint8 i = 0; i < TRADE_SLOT_COUNT; ++i)
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for (uint8 i = 0; i < TRADE_SLOT_COUNT; ++i)
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if (m_items[i] == item_guid)
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return true;
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@@ -7227,7 +7227,7 @@ bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, int32 honor, bool pvpt
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uint32 itemId = sWorld->getIntConfig(CONFIG_PVP_TOKEN_ID);
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int32 count = sWorld->getIntConfig(CONFIG_PVP_TOKEN_COUNT);
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if(AddItem(itemId, count))
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if (AddItem(itemId, count))
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ChatHandler(this).PSendSysMessage("You have been awarded a token for slaying another player.");
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}
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}
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@@ -7923,7 +7923,7 @@ void Player::_ApplyItemBonuses(ItemTemplate const *proto, uint8 slot, bool apply
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attType = OFF_ATTACK;
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}
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if(CanUseAttackType(attType))
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if (CanUseAttackType(attType))
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_ApplyWeaponDamage(slot, proto, ssv, apply);
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int32 extraDPS = ssv->getDPSMod(proto->ScalingStatValue);
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@@ -11185,10 +11185,10 @@ InventoryResult Player::CanStoreItems(Item** pItems, int count) const
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{
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bool b_found = false;
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for (int t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; ++t)
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for (uint8 t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; ++t)
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{
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pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
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if( pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
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pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, t);
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if (pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
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{
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inv_keys[t-KEYRING_SLOT_START] += pItem->GetCount();
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b_found = true;
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@@ -11200,7 +11200,7 @@ InventoryResult Player::CanStoreItems(Item** pItems, int count) const
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for (int t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
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{
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pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, t);
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if( pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_tokens[t-CURRENCYTOKEN_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
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if (pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_tokens[t-CURRENCYTOKEN_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
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{
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inv_tokens[t-CURRENCYTOKEN_SLOT_START] += pItem->GetCount();
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b_found = true;
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@@ -11212,7 +11212,7 @@ InventoryResult Player::CanStoreItems(Item** pItems, int count) const
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for (int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t)
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{
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pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, t);
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if( pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
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if (pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
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{
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inv_slot_items[t-INVENTORY_SLOT_ITEM_START] += pItem->GetCount();
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b_found = true;
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@@ -11230,7 +11230,7 @@ InventoryResult Player::CanStoreItems(Item** pItems, int count) const
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for (uint32 j = 0; j < bag->GetBagSize(); j++)
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{
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pItem2 = GetItemByPos(t, j);
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if( pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->GetMaxStackSize())
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if (pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->GetMaxStackSize())
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{
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inv_bags[t-INVENTORY_SLOT_BAG_START][j] += pItem->GetCount();
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b_found = true;
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@@ -12357,7 +12357,7 @@ void Player::DestroyItem(uint8 bag, uint8 slot, bool update)
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{
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sLog->outDebug(LOG_FILTER_PLAYER_ITEMS, "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
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// Also remove all contained items if the item is a bag.
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// This if() prevents item saving crashes if the condition for a bag to be empty before being destroyed was bypassed somehow.
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// This if () prevents item saving crashes if the condition for a bag to be empty before being destroyed was bypassed somehow.
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if (pItem->IsNotEmptyBag())
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for (uint8 i = 0; i < MAX_BAG_SIZE; ++i)
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DestroyItem(slot, i, update);
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@@ -13517,7 +13517,7 @@ void Player::ApplyEnchantment(Item *item, EnchantmentSlot slot, bool apply, bool
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// If we're dealing with a gem inside a prismatic socket we need to check the prismatic socket requirements
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// rather than the gem requirements itself. If the socket has no color it is a prismatic socket.
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if((slot == SOCK_ENCHANTMENT_SLOT || slot == SOCK_ENCHANTMENT_SLOT_2 || slot == SOCK_ENCHANTMENT_SLOT_3)
|
||||
if ((slot == SOCK_ENCHANTMENT_SLOT || slot == SOCK_ENCHANTMENT_SLOT_2 || slot == SOCK_ENCHANTMENT_SLOT_3)
|
||||
&& !item->GetTemplate()->Socket[slot-SOCK_ENCHANTMENT_SLOT].Color)
|
||||
{
|
||||
// Check if the requirements for the prismatic socket are met before applying the gem stats
|
||||
@@ -24463,7 +24463,7 @@ bool Player::AddItem(uint32 itemId, uint32 count)
|
||||
}
|
||||
|
||||
Item* item = StoreNewItem(dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
|
||||
if(item)
|
||||
if (item)
|
||||
SendNewItem(item, count, true, false);
|
||||
else
|
||||
return false;
|
||||
|
||||
@@ -541,7 +541,7 @@ bool Transport::RemovePassenger(Player* passenger)
|
||||
|
||||
void Transport::Update(uint32 p_diff)
|
||||
{
|
||||
if(!AI())
|
||||
if (!AI())
|
||||
{
|
||||
if (!AIM_Initialize())
|
||||
sLog->outError("Could not initialize GameObjectAI for Transport");
|
||||
@@ -669,7 +669,7 @@ uint32 Transport::AddNPCPassenger(uint32 tguid, uint32 entry, float x, float y,
|
||||
|
||||
pCreature->SetHomePosition(pCreature->GetPositionX(), pCreature->GetPositionY(), pCreature->GetPositionZ(), pCreature->GetOrientation());
|
||||
|
||||
if(!pCreature->IsPositionValid())
|
||||
if (!pCreature->IsPositionValid())
|
||||
{
|
||||
sLog->outError("Creature (guidlow %d, entry %d) not created. Suggested coordinates isn't valid (X: %f Y: %f)", pCreature->GetGUIDLow(), pCreature->GetEntry(), pCreature->GetPositionX(), pCreature->GetPositionY());
|
||||
delete pCreature;
|
||||
|
||||
@@ -1948,12 +1948,12 @@ void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool ex
|
||||
GetGUIDLow(), pVictim->GetGUIDLow(), pVictim->GetTypeId(), damageInfo.damage, damageInfo.absorb, damageInfo.blocked_amount, damageInfo.resist);
|
||||
}
|
||||
|
||||
if(!extra && m_extraAttacks)
|
||||
if (!extra && m_extraAttacks)
|
||||
{
|
||||
while(m_extraAttacks)
|
||||
{
|
||||
AttackerStateUpdate(pVictim, BASE_ATTACK, true);
|
||||
if(m_extraAttacks > 0)
|
||||
if (m_extraAttacks > 0)
|
||||
--m_extraAttacks;
|
||||
}
|
||||
}
|
||||
@@ -6619,7 +6619,7 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, AuraEffect* trigger
|
||||
break;
|
||||
}
|
||||
// Glyph of Mend Pet
|
||||
if(dummySpell->Id == 57870)
|
||||
if (dummySpell->Id == 57870)
|
||||
{
|
||||
pVictim->CastSpell(pVictim, 57894, true, NULL, NULL, GetGUID());
|
||||
return true;
|
||||
@@ -7208,7 +7208,7 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, AuraEffect* trigger
|
||||
case 70808:
|
||||
{
|
||||
// Chain Heal
|
||||
if((procSpell->SpellFamilyFlags[0] & 0x100) && (procEx & PROC_EX_CRITICAL_HIT))
|
||||
if ((procSpell->SpellFamilyFlags[0] & 0x100) && (procEx & PROC_EX_CRITICAL_HIT))
|
||||
{
|
||||
triggered_spell_id = 70809;
|
||||
SpellEntry const* triggeredSpell = sSpellStore.LookupEntry(triggered_spell_id);
|
||||
@@ -7222,7 +7222,7 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, AuraEffect* trigger
|
||||
case 70811:
|
||||
{
|
||||
// Lightning Bolt & Chain Lightning
|
||||
if(procSpell->SpellFamilyFlags[0] & 0x3)
|
||||
if (procSpell->SpellFamilyFlags[0] & 0x3)
|
||||
{
|
||||
if (ToPlayer()->HasSpellCooldown(16166))
|
||||
{
|
||||
@@ -8417,14 +8417,14 @@ bool Unit::HandleProcTriggerSpell(Unit *pVictim, uint32 damage, AuraEffect* trig
|
||||
//Item - Coliseum 25 Normal Caster Trinket
|
||||
case 67712:
|
||||
{
|
||||
if(!pVictim || !pVictim->isAlive())
|
||||
if (!pVictim || !pVictim->isAlive())
|
||||
return false;
|
||||
// stacking
|
||||
CastSpell(this, 67713, true, NULL, triggeredByAura);
|
||||
|
||||
Aura * dummy = GetAura(67713);
|
||||
// release at 3 aura in stack (cont contain in basepoint of trigger aura)
|
||||
if(!dummy || dummy->GetStackAmount() < triggerAmount)
|
||||
if (!dummy || dummy->GetStackAmount() < triggerAmount)
|
||||
return false;
|
||||
|
||||
RemoveAurasDueToSpell(67713);
|
||||
@@ -8435,14 +8435,14 @@ bool Unit::HandleProcTriggerSpell(Unit *pVictim, uint32 damage, AuraEffect* trig
|
||||
//Item - Coliseum 25 Heroic Caster Trinket
|
||||
case 67758:
|
||||
{
|
||||
if(!pVictim || !pVictim->isAlive())
|
||||
if (!pVictim || !pVictim->isAlive())
|
||||
return false;
|
||||
// stacking
|
||||
CastSpell(this, 67759, true, NULL, triggeredByAura);
|
||||
|
||||
Aura * dummy = GetAura(67759);
|
||||
// release at 3 aura in stack (cont contain in basepoint of trigger aura)
|
||||
if(!dummy || dummy->GetStackAmount() < triggerAmount)
|
||||
if (!dummy || dummy->GetStackAmount() < triggerAmount)
|
||||
return false;
|
||||
|
||||
RemoveAurasDueToSpell(67759);
|
||||
@@ -10560,7 +10560,7 @@ uint32 Unit::SpellDamageBonus(Unit *pVictim, SpellEntry const *spellProto, uint3
|
||||
break;
|
||||
case SPELLFAMILY_HUNTER:
|
||||
// Steady Shot
|
||||
if(spellProto->SpellFamilyFlags[1] & 0x1)
|
||||
if (spellProto->SpellFamilyFlags[1] & 0x1)
|
||||
if (AuraEffect * aurEff = GetAuraEffect(56826, 0)) // Glyph of Steady Shot
|
||||
if (pVictim->GetAuraEffect(SPELL_AURA_PERIODIC_DAMAGE, SPELLFAMILY_HUNTER, 0x00004000, 0, 0, GetGUID()))
|
||||
AddPctN(DoneTotalMod, aurEff->GetAmount());
|
||||
@@ -12895,7 +12895,7 @@ Unit* Creature::SelectVictim()
|
||||
}
|
||||
|
||||
Unit::AuraEffectList const& iAuras = GetAuraEffectsByType(SPELL_AURA_MOD_INVISIBILITY);
|
||||
if(!iAuras.empty())
|
||||
if (!iAuras.empty())
|
||||
{
|
||||
for (Unit::AuraEffectList::const_iterator itr = iAuras.begin(); itr != iAuras.end(); ++itr)
|
||||
{
|
||||
@@ -14195,7 +14195,7 @@ void Unit::ProcDamageAndSpellFor(bool isVictim, Unit* pTarget, uint32 procFlag,
|
||||
if (isVictim)
|
||||
procExtra &= ~PROC_EX_INTERNAL_REQ_FAMILY;
|
||||
SpellEntry const* spellProto = itr->second->GetBase()->GetSpellProto();
|
||||
if(!IsTriggeredAtSpellProcEvent(pTarget, triggerData.aura, procSpell, procFlag, procExtra, attType, isVictim, active, triggerData.spellProcEvent))
|
||||
if (!IsTriggeredAtSpellProcEvent(pTarget, triggerData.aura, procSpell, procFlag, procExtra, attType, isVictim, active, triggerData.spellProcEvent))
|
||||
continue;
|
||||
|
||||
// Triggered spells not triggering additional spells
|
||||
@@ -16750,7 +16750,7 @@ bool Unit::HandleSpellClick(Unit* clicker, int8 seatId)
|
||||
uint64 origCasterGUID = (itr->second.castFlags & NPC_CLICK_CAST_ORIG_CASTER_OWNER) ? GetOwnerGUID() : clicker->GetGUID();
|
||||
|
||||
SpellEntry const* spellEntry = sSpellStore.LookupEntry(itr->second.spellId);
|
||||
// if(!spellEntry) should be checked at npc_spellclick load
|
||||
// if (!spellEntry) should be checked at npc_spellclick load
|
||||
|
||||
if (seatId > -1)
|
||||
{
|
||||
|
||||
@@ -500,7 +500,7 @@ void Vehicle::InitMovementInfoForBase()
|
||||
if (vehicleFlags & VEHICLE_FLAG_FULLSPEEDTURNING)
|
||||
me->AddExtraUnitMovementFlag(MOVEMENTFLAG2_FULL_SPEED_TURNING);
|
||||
if (vehicleFlags & VEHICLE_FLAG_ALLOW_PITCHING)
|
||||
me->AddExtraUnitMovementFlag( MOVEMENTFLAG2_ALWAYS_ALLOW_PITCHING);
|
||||
me->AddExtraUnitMovementFlag(MOVEMENTFLAG2_ALWAYS_ALLOW_PITCHING);
|
||||
if (vehicleFlags & VEHICLE_FLAG_FULLSPEEDPITCHING)
|
||||
me->AddExtraUnitMovementFlag(MOVEMENTFLAG2_FULL_SPEED_PITCHING);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user