Core: Remove a few warnings (unused variables), clean up tabs whitespaces
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@@ -42,7 +42,7 @@ class Aura;
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//
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// in aura handler there should be check for modes:
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// AURA_EFFECT_HANDLE_REAL set
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// AURA_EFFECT_HANDLE_SEND_FOR_CLIENT_MASK set
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// AURA_EFFECT_HANDLE_SEND_FOR_CLIENT_MASK set
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// AURA_EFFECT_HANDLE_CHANGE_AMOUNT_MASK set - aura is recalculated or is just applied/removed - need to redo all things related to m_amount
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// AURA_EFFECT_HANDLE_CHANGE_AMOUNT_SEND_FOR_CLIENT_MASK - logical or of above conditions
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// AURA_EFFECT_HANDLE_STAT - set when stats are reapplied
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@@ -850,7 +850,7 @@ void AuraEffect::CalculatePeriodic(Unit* caster, bool create, bool load)
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// reset periodic timer on aura create or on reapply when aura isn't dot
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// possibly we should not reset periodic timers only when aura is triggered by proc
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// or maybe there's a spell attribute somewhere
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bool resetPeriodicTimer = create
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bool resetPeriodicTimer = create
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|| ((GetAuraType() != SPELL_AURA_PERIODIC_DAMAGE) && (GetAuraType() != SPELL_AURA_PERIODIC_DAMAGE_PERCENT));
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if (resetPeriodicTimer)
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@@ -5409,7 +5409,7 @@ void AuraEffect::HandleAuraLinked(AuraApplication const* aurApp, uint8 mode, boo
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else if (mode & AURA_EFFECT_HANDLE_REAPPLY && apply)
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{
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uint64 casterGUID = IsSpellRequiringFocusedTarget(GetSpellProto()) ? GetCasterGUID() : target->GetGUID();
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// change the stack amount to be equal to stack amount of our aura
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if (Aura* triggeredAura = target->GetAura(triggeredSpellId, casterGUID))
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triggeredAura->ModStackAmount(GetBase()->GetStackAmount() - triggeredAura->GetStackAmount());
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