Core: And some more cleanups...
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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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