Core: Codestyle clean-up
"plr"->player Note: codestyle methods needs maintained, Player* player.
This commit is contained in:
@@ -5765,11 +5765,11 @@ bool Unit::HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggere
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// Glyph of Ice Block
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case 56372:
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{
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Player* plr = ToPlayer();
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if (!plr)
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Player* player = ToPlayer();
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if (!player)
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return false;
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SpellCooldowns const cooldowns = plr->GetSpellCooldowns();
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SpellCooldowns const cooldowns = player->GetSpellCooldowns();
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// remove cooldowns on all ranks of Frost Nova
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for (SpellCooldowns::const_iterator itr = cooldowns.begin(); itr != cooldowns.end(); ++itr)
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{
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@@ -5777,7 +5777,7 @@ bool Unit::HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggere
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// Frost Nova
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if (cdSpell && cdSpell->SpellFamilyName == SPELLFAMILY_MAGE
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&& cdSpell->SpellFamilyFlags[0] & 0x00000040)
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plr->RemoveSpellCooldown(cdSpell->Id, true);
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player->RemoveSpellCooldown(cdSpell->Id, true);
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}
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break;
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}
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@@ -7059,26 +7059,26 @@ bool Unit::HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggere
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// Windfury Weapon (Passive) 1-5 Ranks
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case 33757:
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{
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Player* plr = ToPlayer();
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if (!plr || !castItem || !castItem->IsEquipped() || !victim || !victim->isAlive())
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Player* player = ToPlayer();
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if (!player || !castItem || !castItem->IsEquipped() || !victim || !victim->isAlive())
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return false;
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// custom cooldown processing case
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if (cooldown && plr->HasSpellCooldown(dummySpell->Id))
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if (cooldown && player->HasSpellCooldown(dummySpell->Id))
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return false;
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if (triggeredByAura->GetBase() && castItem->GetGUID() != triggeredByAura->GetBase()->GetCastItemGUID())
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return false;
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WeaponAttackType attType = WeaponAttackType(plr->GetAttackBySlot(castItem->GetSlot()));
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WeaponAttackType attType = WeaponAttackType(player->GetAttackBySlot(castItem->GetSlot()));
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if ((attType != BASE_ATTACK && attType != OFF_ATTACK) || !isAttackReady(attType))
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return false;
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// Now compute real proc chance...
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uint32 chance = 20;
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plr->ApplySpellMod(dummySpell->Id, SPELLMOD_CHANCE_OF_SUCCESS, chance);
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player->ApplySpellMod(dummySpell->Id, SPELLMOD_CHANCE_OF_SUCCESS, chance);
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Item* addWeapon = plr->GetWeaponForAttack(attType == BASE_ATTACK ? OFF_ATTACK : BASE_ATTACK, true);
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Item* addWeapon = player->GetWeaponForAttack(attType == BASE_ATTACK ? OFF_ATTACK : BASE_ATTACK, true);
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uint32 enchant_id_add = addWeapon ? addWeapon->GetEnchantmentId(EnchantmentSlot(TEMP_ENCHANTMENT_SLOT)) : 0;
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SpellItemEnchantmentEntry const* pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id_add);
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if (pEnchant && pEnchant->spellid[0] == dummySpell->Id)
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@@ -7123,7 +7123,7 @@ bool Unit::HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggere
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// apply cooldown before cast to prevent processing itself
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if (cooldown)
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plr->AddSpellCooldown(dummySpell->Id, 0, time(NULL) + cooldown);
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player->AddSpellCooldown(dummySpell->Id, 0, time(NULL) + cooldown);
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// Attack Twice
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for (uint32 i = 0; i < 2; ++i)
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@@ -8074,9 +8074,9 @@ bool Unit::HandleAuraProc(Unit* victim, uint32 damage, Aura* triggeredByAura, Sp
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{
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*handled = true;
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// Convert recently used Blood Rune to Death Rune
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if (Player* plr = ToPlayer())
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if (Player* player = ToPlayer())
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{
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if (plr->getClass() != CLASS_DEATH_KNIGHT)
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if (player->getClass() != CLASS_DEATH_KNIGHT)
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return false;
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RuneType rune = ToPlayer()->GetLastUsedRune();
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@@ -8100,22 +8100,22 @@ bool Unit::HandleAuraProc(Unit* victim, uint32 damage, Aura* triggeredByAura, Sp
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{
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if (dummySpell->SpellIconID == 2622)
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{
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if (plr->GetCurrentRune(i) == RUNE_DEATH ||
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plr->GetBaseRune(i) == RUNE_BLOOD)
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if (player->GetCurrentRune(i) == RUNE_DEATH ||
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player->GetBaseRune(i) == RUNE_BLOOD)
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continue;
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}
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else
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{
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if (plr->GetCurrentRune(i) == RUNE_DEATH ||
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plr->GetBaseRune(i) != RUNE_BLOOD)
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if (player->GetCurrentRune(i) == RUNE_DEATH ||
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player->GetBaseRune(i) != RUNE_BLOOD)
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continue;
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}
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if (plr->GetRuneCooldown(i) != plr->GetRuneBaseCooldown(i))
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if (player->GetRuneCooldown(i) != player->GetRuneBaseCooldown(i))
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continue;
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--runesLeft;
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// Mark aura as used
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plr->AddRuneByAuraEffect(i, RUNE_DEATH, aurEff);
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player->AddRuneByAuraEffect(i, RUNE_DEATH, aurEff);
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}
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return true;
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}
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@@ -8791,11 +8791,11 @@ bool Unit::HandleProcTriggerSpell(Unit* victim, uint32 damage, AuraEffect* trigg
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// Blade Barrier
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if (auraSpellInfo->SpellFamilyName == SPELLFAMILY_DEATHKNIGHT && auraSpellInfo->SpellIconID == 85)
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{
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Player* plr = ToPlayer();
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if (!plr || plr->getClass() != CLASS_DEATH_KNIGHT)
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Player* player = ToPlayer();
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if (!player || player->getClass() != CLASS_DEATH_KNIGHT)
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return false;
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if (!plr->IsBaseRuneSlotsOnCooldown(RUNE_BLOOD))
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if (!player->IsBaseRuneSlotsOnCooldown(RUNE_BLOOD))
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return false;
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}
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@@ -10144,20 +10144,20 @@ Unit* Unit::GetNextRandomRaidMemberOrPet(float radius)
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// only called in Player::SetSeer
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// so move it to Player?
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void Unit::AddPlayerToVision(Player* plr)
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void Unit::AddPlayerToVision(Player* player)
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{
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if (m_sharedVision.empty())
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{
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setActive(true);
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SetWorldObject(true);
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}
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m_sharedVision.push_back(plr);
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m_sharedVision.push_back(player);
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}
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// only called in Player::SetSeer
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void Unit::RemovePlayerFromVision(Player* plr)
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void Unit::RemovePlayerFromVision(Player* player)
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{
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m_sharedVision.remove(plr);
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m_sharedVision.remove(player);
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if (m_sharedVision.empty())
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{
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setActive(false);
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@@ -11894,7 +11894,7 @@ void Unit::Mount(uint32 mount, uint32 VehicleId, uint32 creatureEntry)
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SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_MOUNT);
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if (Player* plr = ToPlayer())
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if (Player* player = ToPlayer())
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{
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// mount as a vehicle
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if (VehicleId)
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@@ -11910,7 +11910,7 @@ void Unit::Mount(uint32 mount, uint32 VehicleId, uint32 creatureEntry)
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SendMessageToSet(&data, true);
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data.Initialize(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA, 0);
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plr->GetSession()->SendPacket(&data);
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player->GetSession()->SendPacket(&data);
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// mounts can also have accessories
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GetVehicleKit()->InstallAllAccessories(false);
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@@ -11918,7 +11918,7 @@ void Unit::Mount(uint32 mount, uint32 VehicleId, uint32 creatureEntry)
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}
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// unsummon pet
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Pet* pet = plr->GetPet();
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Pet* pet = player->GetPet();
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if (pet)
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{
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Battleground* bg = ToPlayer()->GetBattleground();
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@@ -11926,7 +11926,7 @@ void Unit::Mount(uint32 mount, uint32 VehicleId, uint32 creatureEntry)
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if (bg && bg->isArena())
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pet->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);
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else
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plr->UnsummonPetTemporaryIfAny();
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player->UnsummonPetTemporaryIfAny();
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}
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}
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@@ -11962,15 +11962,15 @@ void Unit::Unmount()
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// only resummon old pet if the player is already added to a map
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// this prevents adding a pet to a not created map which would otherwise cause a crash
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// (it could probably happen when logging in after a previous crash)
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if (Player* plr = ToPlayer())
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if (Player* player = ToPlayer())
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{
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if (Pet* pPet = plr->GetPet())
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if (Pet* pPet = player->GetPet())
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{
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if (pPet->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED) && !pPet->HasUnitState(UNIT_STAT_STUNNED))
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pPet->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);
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}
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else
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plr->ResummonPetTemporaryUnSummonedIfAny();
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player->ResummonPetTemporaryUnSummonedIfAny();
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}
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}
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@@ -13556,10 +13556,10 @@ void Unit::SetHealth(uint32 val)
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SetUInt32Value(UNIT_FIELD_HEALTH, val);
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// group update
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if (Player* plr = ToPlayer())
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if (Player* player = ToPlayer())
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{
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if (plr->GetGroup())
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plr->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_CUR_HP);
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if (player->GetGroup())
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player->SetGroupUpdateFlag(GROUP_UPDATE_FLAG_CUR_HP);
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}
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else if (Pet* pet = ToCreature()->ToPet())
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{
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@@ -14772,9 +14772,9 @@ void Unit::ClearComboPointHolders()
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{
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uint32 lowguid = *m_ComboPointHolders.begin();
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Player* plr = ObjectAccessor::FindPlayer(MAKE_NEW_GUID(lowguid, 0, HIGHGUID_PLAYER));
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if (plr && plr->GetComboTarget() == GetGUID()) // recheck for safe
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plr->ClearComboPoints(); // remove also guid from m_ComboPointHolders;
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Player* player = ObjectAccessor::FindPlayer(MAKE_NEW_GUID(lowguid, 0, HIGHGUID_PLAYER));
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if (player && player->GetComboTarget() == GetGUID()) // recheck for safe
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player->ClearComboPoints(); // remove also guid from m_ComboPointHolders;
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else
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m_ComboPointHolders.erase(lowguid); // or remove manually
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}
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@@ -15341,9 +15341,9 @@ void Unit::Kill(Unit* victim, bool durabilityLoss)
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return;
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// Inform pets (if any) when player kills target)
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if (Player* plr = ToPlayer())
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if (Player* player = ToPlayer())
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{
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Pet* pet = plr->GetPet();
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Pet* pet = player->GetPet();
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if (pet && pet->isAlive() && pet->isControlled())
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pet->AI()->KilledUnit(victim);
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}
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@@ -15915,10 +15915,10 @@ bool Unit::SetCharmedBy(Unit* charmer, CharmType type, AuraApplication const* au
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}
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else
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{
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Player* plr = ToPlayer();
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if (plr->isAFK())
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plr->ToggleAFK();
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plr->SetClientControl(this, 0);
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Player* player = ToPlayer();
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if (player->isAFK())
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player->ToggleAFK();
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player->SetClientControl(this, 0);
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}
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// charm is set by aura, and aura effect remove handler was called during apply handler execution
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@@ -16981,25 +16981,25 @@ void Unit::_EnterVehicle(Vehicle* vehicle, int8 seatId, AuraApplication const* a
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if (aurApp && aurApp->GetRemoveMode())
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return;
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if (Player* plr = ToPlayer())
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if (Player* player = ToPlayer())
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{
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if (vehicle->GetBase()->GetTypeId() == TYPEID_PLAYER && plr->isInCombat())
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if (vehicle->GetBase()->GetTypeId() == TYPEID_PLAYER && player->isInCombat())
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return;
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InterruptNonMeleeSpells(false);
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plr->StopCastingCharm();
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plr->StopCastingBindSight();
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player->StopCastingCharm();
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player->StopCastingBindSight();
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Unmount();
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RemoveAurasByType(SPELL_AURA_MOUNTED);
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// drop flag at invisible in bg
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if (Battleground* bg = plr->GetBattleground())
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bg->EventPlayerDroppedFlag(plr);
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if (Battleground* bg = player->GetBattleground())
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bg->EventPlayerDroppedFlag(player);
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WorldPacket data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA, 0);
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plr->GetSession()->SendPacket(&data);
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player->GetSession()->SendPacket(&data);
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plr->UnsummonPetTemporaryIfAny();
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player->UnsummonPetTemporaryIfAny();
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}
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ASSERT(!m_vehicle);
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@@ -17073,8 +17073,8 @@ void Unit::_ExitVehicle(Position const* exitPosition)
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SendMonsterMoveExitVehicle(&pos);
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Relocate(&pos);
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if (Player* plr = ToPlayer())
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plr->ResummonPetTemporaryUnSummonedIfAny();
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if (Player* player = ToPlayer())
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player->ResummonPetTemporaryUnSummonedIfAny();
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WorldPacket data2;
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BuildHeartBeatMsg(&data2);
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@@ -1730,8 +1730,8 @@ class Unit : public WorldObject
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//Player* GetMoverSource() const;
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Player* m_movedPlayer;
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SharedVisionList const& GetSharedVisionList() { return m_sharedVision; }
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void AddPlayerToVision(Player* plr);
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void RemovePlayerFromVision(Player* plr);
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void AddPlayerToVision(Player* player);
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void RemovePlayerFromVision(Player* player);
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bool HasSharedVision() const { return !m_sharedVision.empty(); }
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void RemoveBindSightAuras();
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void RemoveCharmAuras();
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