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*Massive cleanup redux.
--HG-- branch : trunk
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@@ -98,7 +98,7 @@ void WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket)
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if (pUser->isInCombat())
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{
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for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
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for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
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{
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if (SpellEntry const *spellInfo = sSpellStore.LookupEntry(proto->Spells[i].SpellId))
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{
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@@ -135,12 +135,12 @@ void WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket)
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// send spell error
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if (SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellid))
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{
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// for implicit area/coord target spells
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// for implicit area/coord target spells
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if(!targets.getUnitTarget())
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Spell::SendCastResult(_player,spellInfo,cast_count,SPELL_FAILED_NO_VALID_TARGETS);
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// for explicit target spells
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// for explicit target spells
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else
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Spell::SendCastResult(_player,spellInfo,cast_count,SPELL_FAILED_BAD_TARGETS);
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Spell::SendCastResult(_player,spellInfo,cast_count,SPELL_FAILED_BAD_TARGETS);
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}
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return;
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}
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@@ -523,7 +523,7 @@ void WorldSession::HandleSpellClick( WorldPacket & recv_data )
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// this will get something not in world. crash
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Creature *unit = ObjectAccessor::GetCreatureOrPetOrVehicle(*_player, guid);
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if(!unit)
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return;
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@@ -536,7 +536,7 @@ void WorldSession::HandleSpellClick( WorldPacket & recv_data )
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}
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SpellClickInfoMapBounds clickPair = objmgr.GetSpellClickInfoMapBounds(unit->GetEntry());
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for(SpellClickInfoMap::const_iterator itr = clickPair.first; itr != clickPair.second; ++itr)
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for (SpellClickInfoMap::const_iterator itr = clickPair.first; itr != clickPair.second; ++itr)
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{
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if(itr->second.IsFitToRequirements(_player, unit))
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{
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@@ -584,7 +584,7 @@ void WorldSession::HandleMirrrorImageDataRequest( WorldPacket & recv_data )
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data << (uint8)pCreator->GetByteValue(PLAYER_BYTES_2, 0); // facialhair
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data << (uint32)pCreator->GetGuildId(); // unk
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static const EquipmentSlots ItemSlots[] =
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static const EquipmentSlots ItemSlots[] =
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{
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EQUIPMENT_SLOT_HEAD,
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EQUIPMENT_SLOT_SHOULDERS,
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@@ -600,7 +600,7 @@ void WorldSession::HandleMirrrorImageDataRequest( WorldPacket & recv_data )
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EQUIPMENT_SLOT_END
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};
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// Display items in visible slots
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for (EquipmentSlots const* itr = &ItemSlots[0];*itr!=EQUIPMENT_SLOT_END;++itr)
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for (EquipmentSlots const* itr = &ItemSlots[0]; *itr!=EQUIPMENT_SLOT_END; ++itr)
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{
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if (*itr == EQUIPMENT_SLOT_HEAD && pCreator->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
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data << (uint32)0;
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