Cosmetic: Define PetAuraMap
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@@ -859,6 +859,9 @@ typedef UNORDERED_MAP<uint32, SpellTargetPosition> SpellTargetPositionMap;
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// Spell pet auras
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// Spell pet auras
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class PetAura
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class PetAura
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{
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{
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private:
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typedef UNORDERED_MAP<uint32, uint32> PetAuraMap;
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public:
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public:
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PetAura()
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PetAura()
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{
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{
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@@ -873,10 +876,10 @@ class PetAura
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uint32 GetAura(uint32 petEntry) const
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uint32 GetAura(uint32 petEntry) const
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{
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{
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std::map<uint32, uint32>::const_iterator itr = auras.find(petEntry);
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PetAuraMap::const_iterator itr = auras.find(petEntry);
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if (itr != auras.end())
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if (itr != auras.end())
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return itr->second;
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return itr->second;
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std::map<uint32, uint32>::const_iterator itr2 = auras.find(0);
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PetAuraMap::const_iterator itr2 = auras.find(0);
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if (itr2 != auras.end())
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if (itr2 != auras.end())
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return itr2->second;
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return itr2->second;
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return 0;
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return 0;
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@@ -898,7 +901,7 @@ class PetAura
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}
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}
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private:
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private:
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std::map<uint32, uint32> auras;
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PetAuraMap auras;
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bool removeOnChangePet;
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bool removeOnChangePet;
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int32 damage;
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int32 damage;
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};
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};
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@@ -909,8 +912,8 @@ struct SpellArea
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uint32 spellId;
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uint32 spellId;
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uint32 areaId; // zone/subzone/or 0 is not limited to zone
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uint32 areaId; // zone/subzone/or 0 is not limited to zone
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uint32 questStart; // quest start (quest must be active or rewarded for spell apply)
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uint32 questStart; // quest start (quest must be active or rewarded for spell apply)
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uint32 questEnd; // quest end (quest don't must be rewarded for spell apply)
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uint32 questEnd; // quest end (quest must not be rewarded for spell apply)
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int32 auraSpell; // spell aura must be applied for spell apply)if possitive) and it don't must be applied in other case
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int32 auraSpell; // spell aura must be applied for spell apply)if possitive) and it must not be applied in other case
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uint32 raceMask; // can be applied only to races
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uint32 raceMask; // can be applied only to races
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Gender gender; // can be applied only to gender
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Gender gender; // can be applied only to gender
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bool questStartCanActive; // if true then quest start can be active (not only rewarded)
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bool questStartCanActive; // if true then quest start can be active (not only rewarded)
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