*Fix bug that missed/immuned/etc. shoots take no ammo.
*Handle SPELL_AURA_ABILITY_CONSUME_NO_AMMO --HG-- branch : trunk
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@@ -3285,6 +3285,35 @@ void Spell::TakePower()
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m_caster->SetLastManaUse(getMSTime());
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}
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void Spell::TakeAmmo()
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{
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if(m_attackType == RANGED_ATTACK && m_caster->GetTypeId() == TYPEID_PLAYER)
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{
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Item *pItem = ((Player*)m_caster)->GetWeaponForAttack( RANGED_ATTACK );
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// wands don't have ammo
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if(!pItem || pItem->IsBroken() || pItem->GetProto()->SubClass==ITEM_SUBCLASS_WEAPON_WAND)
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return;
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if( pItem->GetProto()->InventoryType == INVTYPE_THROWN )
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{
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if(pItem->GetMaxStackCount()==1)
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{
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// decrease durability for non-stackable throw weapon
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((Player*)m_caster)->DurabilityPointLossForEquipSlot(EQUIPMENT_SLOT_RANGED);
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}
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else
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{
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// decrease items amount for stackable throw weapon
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uint32 count = 1;
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((Player*)m_caster)->DestroyItemCount( pItem, count, true);
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}
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}
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else if(uint32 ammo = ((Player*)m_caster)->GetUInt32Value(PLAYER_AMMO_ID))
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((Player*)m_caster)->DestroyItemCount(ammo, 1, true);
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}
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}
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uint8 Spell::CheckRuneCost(uint32 runeCostID)
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{
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if(m_caster->GetTypeId() != TYPEID_PLAYER)
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@@ -5609,6 +5638,14 @@ void Spell::CalculateDamageDoneForAllTargets()
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}
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}
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bool usesAmmo=true;
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Unit::AuraList const& Auras = m_caster->GetAurasByType(SPELL_AURA_ABILITY_CONSUME_NO_AMMO);
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for(Unit::AuraList::const_iterator j = Auras.begin();j != Auras.end(); ++j)
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{
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if((*j)->isAffectedOnSpell(m_spellInfo))
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usesAmmo=false;
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}
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for(std::list<TargetInfo>::iterator ihit= m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
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{
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TargetInfo &target = *ihit;
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@@ -5621,6 +5658,28 @@ void Spell::CalculateDamageDoneForAllTargets()
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if (!unit)
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continue;
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if (usesAmmo)
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{
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bool ammoTaken=false;
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for (uint8 i=0;i<3;i++)
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{
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if (!(mask & 1<<i))
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continue;
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switch (m_spellInfo->Effect[i])
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{
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case SPELL_EFFECT_SCHOOL_DAMAGE:
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case SPELL_EFFECT_WEAPON_DAMAGE:
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case SPELL_EFFECT_WEAPON_DAMAGE_NOSCHOOL:
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case SPELL_EFFECT_NORMALIZED_WEAPON_DMG:
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case SPELL_EFFECT_WEAPON_PERCENT_DAMAGE:
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ammoTaken=true;
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TakeAmmo();
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}
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if (ammoTaken)
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break;
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}
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}
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if (target.missCondition==SPELL_MISS_NONE) // In case spell hit target, do all effect on that target
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target.damage += CalculateDamageDone(unit, mask, multiplier);
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else if (target.missCondition == SPELL_MISS_REFLECT) // In case spell reflect from target, do all effect on caster (if hit)
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