Core: And some more cleanups...
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@@ -559,7 +559,7 @@ class Creature : public Unit, public GridObject<Creature>
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Player *GetLootRecipient() const;
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Group *GetLootRecipientGroup() const;
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bool hasLootRecipient() const { return m_lootRecipient || m_lootRecipientGroup; }
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bool isTappedBy(Player *player) const; // return true if the creature is tapped by the player or a member of his party.
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bool isTappedBy(Player* player) const; // return true if the creature is tapped by the player or a member of his party.
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void SetLootRecipient (Unit* unit);
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void AllLootRemovedFromCorpse();
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@@ -36,7 +36,7 @@ class CreatureGroupManager
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friend class ACE_Singleton<CreatureGroupManager, ACE_Null_Mutex>;
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public:
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void AddCreatureToGroup(uint32 group_id, Creature *creature);
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void RemoveCreatureFromGroup(CreatureGroup *group, Creature *creature);
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void RemoveCreatureFromGroup(CreatureGroup* group, Creature *creature);
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void LoadCreatureFormations();
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};
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@@ -66,12 +66,12 @@ class CreatureGroup
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bool isEmpty() const { return m_members.empty(); }
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bool isFormed() const { return m_Formed; }
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void AddMember(Creature *member);
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void RemoveMember(Creature *member);
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void AddMember(Creature* member);
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void RemoveMember(Creature* member);
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void FormationReset(bool dismiss);
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void LeaderMoveTo(float x, float y, float z);
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void MemberAttackStart(Creature* member, Unit *target);
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void MemberAttackStart(Creature* member, Unit* target);
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};
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#endif
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@@ -764,7 +764,7 @@ class GameObject : public WorldObject, public GridObject<GameObject>
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GameObject* LookupFishingHoleAround(float range);
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void CastSpell(Unit *target, uint32 spell);
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void CastSpell(Unit* target, uint32 spell);
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void SendCustomAnim(uint32 anim);
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bool IsInRange(float x, float y, float z, float radius) const;
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void TakenDamage(uint32 damage, Unit* who = NULL);
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@@ -322,8 +322,8 @@ class Item : public Object
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// Update States
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ItemUpdateState GetState() const { return uState; }
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void SetState(ItemUpdateState state, Player *forplayer = NULL);
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void AddToUpdateQueueOf(Player *player);
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void RemoveFromUpdateQueueOf(Player *player);
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void AddToUpdateQueueOf(Player* player);
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void RemoveFromUpdateQueueOf(Player* player);
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bool IsInUpdateQueue() const { return uQueuePos != -1; }
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uint16 GetQueuePos() const { return uQueuePos; }
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void FSetState(ItemUpdateState state) // forced
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@@ -470,7 +470,7 @@ struct Position
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bool IsInDist(const Position *pos, float dist) const
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{ return GetExactDistSq(pos) < dist * dist; }
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bool HasInArc(float arcangle, const Position *pos) const;
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bool HasInLine(const Unit *target, float distance, float width) const;
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bool HasInLine(const Unit* target, float distance, float width) const;
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std::string ToString() const;
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};
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ByteBuffer &operator>>(ByteBuffer& buf, Position::PositionXYZOStreamer const & streamer);
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@@ -1030,8 +1030,8 @@ private:
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class Player : public Unit, public GridObject<Player>
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{
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friend class WorldSession;
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friend void Item::AddToUpdateQueueOf(Player *player);
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friend void Item::RemoveFromUpdateQueueOf(Player *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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~Player ();
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@@ -1658,7 +1658,7 @@ class Player : public Unit, public GridObject<Player>
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bool IsAffectedBySpellmod(SpellEntry 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);
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void RestoreSpellMods(Spell* spell, uint32 ownerAuraId=0);
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void DropModCharge(SpellModifier* mod, Spell* spell);
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void SetSpellModTakingSpell(Spell* spell, bool apply);
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@@ -1694,7 +1694,7 @@ class Player : public Unit, public GridObject<Player>
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void UpdatePotionCooldown(Spell* spell = NULL);
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// global cooldown
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void AddGlobalCooldown(SpellEntry const *spellInfo, Spell *spell);
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void AddGlobalCooldown(SpellEntry const *spellInfo, Spell* spell);
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bool HasGlobalCooldown(SpellEntry const *spellInfo) const;
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void RemoveGlobalCooldown(SpellEntry const *spellInfo);
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@@ -1885,7 +1885,7 @@ class Player : public Unit, public GridObject<Player>
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void SendAttackSwingDeadTarget();
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void SendAttackSwingNotInRange();
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void SendAttackSwingBadFacingAttack();
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void SendAutoRepeatCancel(Unit *target);
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void SendAutoRepeatCancel(Unit* target);
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void SendExplorationExperience(uint32 Area, uint32 Experience);
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void SendDungeonDifficulty(bool IsInGroup);
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@@ -2060,9 +2060,9 @@ class Player : public Unit, public GridObject<Player>
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void ApplyItemEquipSpell(Item *item, bool apply, bool form_change = false);
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void ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change = false);
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void UpdateEquipSpellsAtFormChange();
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void CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx);
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void CastItemCombatSpell(Unit* target, WeaponAttackType attType, uint32 procVictim, uint32 procEx);
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void CastItemUseSpell(Item *item, SpellCastTargets const& targets, uint8 cast_count, uint32 glyphIndex);
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void CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item *item, ItemTemplate const* proto);
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void CastItemCombatSpell(Unit* target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item *item, ItemTemplate const* proto);
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void SendEquipmentSetList();
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void SetEquipmentSet(uint32 index, EquipmentSet eqset);
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@@ -2073,7 +2073,7 @@ class Player : public Unit, public GridObject<Player>
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void SendDirectMessage(WorldPacket *data);
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void SendBGWeekendWorldStates();
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void SendAurasForTarget(Unit *target);
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void SendAurasForTarget(Unit* target);
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PlayerMenu* PlayerTalkClass;
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std::vector<ItemSetEffect *> ItemSetEff;
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@@ -2339,7 +2339,7 @@ class Player : public Unit, public GridObject<Player>
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bool HasPendingBind() const { return _pendingBind != NULL; }
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void SendRaidInfo();
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void SendSavedInstances();
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static void ConvertInstancesToGroup(Player *player, Group *group, bool switchLeader);
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static void ConvertInstancesToGroup(Player* player, Group* group, bool switchLeader);
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bool Satisfy(AccessRequirement const* ar, uint32 target_map, bool report = false);
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bool CheckInstanceLoginValid();
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bool CheckInstanceCount(uint32 instanceId) const
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@@ -2364,11 +2364,11 @@ class Player : public Unit, public GridObject<Player>
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/*********************************************************/
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Group * GetGroupInvite() { return m_groupInvite; }
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void SetGroupInvite(Group *group) { m_groupInvite = group; }
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void SetGroupInvite(Group* group) { m_groupInvite = group; }
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Group * GetGroup() { return m_group.getTarget(); }
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const Group * GetGroup() const { return (const Group*)m_group.getTarget(); }
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GroupReference& GetGroupRef() { return m_group; }
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void SetGroup(Group *group, int8 subgroup = -1);
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void SetGroup(Group* group, int8 subgroup = -1);
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uint8 GetSubGroup() const { return m_group.getSubGroup(); }
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uint32 GetGroupUpdateFlag() const { return m_groupUpdateMask; }
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void SetGroupUpdateFlag(uint32 flag) { m_groupUpdateMask |= flag; }
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@@ -2377,12 +2377,12 @@ class Player : public Unit, public GridObject<Player>
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Player* GetNextRandomRaidMember(float radius);
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PartyResult CanUninviteFromGroup() const;
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// Battleground Group System
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void SetBattlegroundRaid(Group *group, int8 subgroup = -1);
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void SetBattlegroundRaid(Group* group, int8 subgroup = -1);
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void RemoveFromBattlegroundRaid();
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Group * GetOriginalGroup() { return m_originalGroup.getTarget(); }
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GroupReference& GetOriginalGroupRef() { return m_originalGroup; }
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uint8 GetOriginalSubGroup() const { return m_originalGroup.getSubGroup(); }
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void SetOriginalGroup(Group *group, int8 subgroup = -1);
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void SetOriginalGroup(Group* group, int8 subgroup = -1);
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void SetPassOnGroupLoot(bool bPassOnGroupLoot) { m_bPassOnGroupLoot = bPassOnGroupLoot; }
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bool GetPassOnGroupLoot() const { return m_bPassOnGroupLoot; }
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@@ -145,11 +145,11 @@ class SocialMgr
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// Misc
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void RemovePlayerSocial(uint32 guid) { m_socialMap.erase(guid); }
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void GetFriendInfo(Player *player, uint32 friendGUID, FriendInfo &friendInfo);
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void GetFriendInfo(Player* player, uint32 friendGUID, FriendInfo &friendInfo);
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// Packet management
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void MakeFriendStatusPacket(FriendsResult result, uint32 friend_guid, WorldPacket *data);
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void SendFriendStatus(Player *player, FriendsResult result, uint32 friend_guid, bool broadcast);
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void BroadcastToFriendListers(Player *player, WorldPacket *packet);
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void SendFriendStatus(Player* player, FriendsResult result, uint32 friend_guid, bool broadcast);
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void BroadcastToFriendListers(Player* player, WorldPacket *packet);
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// Loading
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PlayerSocial *LoadFromDB(PreparedQueryResult result, uint32 guid);
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private:
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@@ -1213,7 +1213,7 @@ class Unit : public WorldObject
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return NULL;
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}
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bool Attack(Unit *victim, bool meleeAttack);
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bool Attack(Unit* victim, bool meleeAttack);
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void CastStop(uint32 except_spellid = 0);
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bool AttackStop();
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void RemoveAllAttackers();
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@@ -1480,21 +1480,21 @@ class Unit : public WorldObject
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void CastCustomSpell(uint32 spellId, SpellValueMod mod, int32 value, Unit* Victim = NULL, bool triggered = true, Item *castItem = NULL, AuraEffect const* triggeredByAura = NULL, uint64 originalCaster = 0);
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void CastCustomSpell(uint32 spellId, CustomSpellValues const &value, Unit* Victim = NULL, bool triggered = true, Item *castItem = NULL, AuraEffect const* triggeredByAura = NULL, uint64 originalCaster = 0);
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void CastSpell(GameObject *go, uint32 spellId, bool triggered, Item *castItem = NULL, AuraEffect* triggeredByAura = NULL, uint64 originalCaster = 0);
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Aura * AddAura(uint32 spellId, Unit *target);
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Aura * AddAura(SpellEntry const *spellInfo, uint8 effMask, Unit *target);
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void SetAuraStack(uint32 spellId, Unit *target, uint32 stack);
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Aura * AddAura(uint32 spellId, Unit* target);
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Aura * AddAura(SpellEntry const *spellInfo, uint8 effMask, Unit* target);
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void SetAuraStack(uint32 spellId, Unit* target, uint32 stack);
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bool IsDamageToThreatSpell(SpellEntry const* spellInfo) const;
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void DeMorph();
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void SendAttackStateUpdate(CalcDamageInfo *damageInfo);
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void SendAttackStateUpdate(uint32 HitInfo, Unit *target, uint8 SwingType, SpellSchoolMask damageSchoolMask, uint32 Damage, uint32 AbsorbDamage, uint32 Resist, VictimState TargetState, uint32 BlockedAmount);
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void SendAttackStateUpdate(uint32 HitInfo, Unit* target, uint8 SwingType, SpellSchoolMask damageSchoolMask, uint32 Damage, uint32 AbsorbDamage, uint32 Resist, VictimState TargetState, uint32 BlockedAmount);
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void SendSpellNonMeleeDamageLog(SpellNonMeleeDamage *log);
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void SendSpellNonMeleeDamageLog(Unit *target, uint32 SpellID, uint32 Damage, SpellSchoolMask damageSchoolMask, uint32 AbsorbedDamage, uint32 Resist, bool PhysicalDamage, uint32 Blocked, bool CriticalHit = false);
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void SendSpellNonMeleeDamageLog(Unit* target, uint32 SpellID, uint32 Damage, SpellSchoolMask damageSchoolMask, uint32 AbsorbedDamage, uint32 Resist, bool PhysicalDamage, uint32 Blocked, bool CriticalHit = false);
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void SendPeriodicAuraLog(SpellPeriodicAuraLogInfo *pInfo);
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void SendSpellMiss(Unit *target, uint32 spellID, SpellMissInfo missInfo);
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void SendSpellDamageImmune(Unit *target, uint32 spellId);
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void SendSpellMiss(Unit* target, uint32 spellID, SpellMissInfo missInfo);
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void SendSpellDamageImmune(Unit* target, uint32 spellId);
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void NearTeleportTo(float x, float y, float z, float orientation, bool casting = false);
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virtual bool SetPosition(float x, float y, float z, float ang, bool teleport = false);
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@@ -1508,7 +1508,7 @@ class Unit : public WorldObject
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void SetFacing(float ori, WorldObject* obj = NULL);
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void SendMonsterStop(bool on_death = false);
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void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint32 Time, Player* player = NULL);
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void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint32 MoveFlags, uint32 time, float speedZ, Player *player = NULL);
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void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint32 MoveFlags, uint32 time, float speedZ, Player* player = NULL);
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void SendMonsterMoveExitVehicle(Position const* newPos);
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//void SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint8 type, uint32 MovementFlags, uint32 Time, Player* player = NULL);
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void SendMonsterMoveTransport(Unit *vehicleOwner);
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@@ -1907,7 +1907,7 @@ class Unit : public WorldObject
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uint32 BuildAuraStateUpdateForTarget(Unit* target) const;
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bool HasAuraState(AuraState flag, SpellEntry const *spellProto = NULL, Unit const* Caster = NULL) const ;
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void UnsummonAllTotems();
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Unit* SelectMagnetTarget(Unit *victim, SpellEntry const *spellInfo = NULL);
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Unit* SelectMagnetTarget(Unit* victim, SpellEntry const *spellInfo = NULL);
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int32 SpellBaseDamageBonus(SpellSchoolMask schoolMask);
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int32 SpellBaseHealingBonus(SpellSchoolMask schoolMask);
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int32 SpellBaseDamageBonusForVictim(SpellSchoolMask schoolMask, Unit *pVictim);
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