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Core/Spells: Add default handler for apply aura spell effect when both ImplicitTargets are 0, removed unused structure
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@@ -755,6 +755,8 @@ void Spell::SelectSpellTargets()
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AddUnitTarget(m_caster, i);
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break;
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default: // apply to target in other case
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if (m_targets.getUnitTarget())
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AddUnitTarget(m_targets.getUnitTarget(), i);
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break;
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}
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break;
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@@ -765,9 +767,7 @@ void Spell::SelectSpellTargets()
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break;
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case SPELL_EFFECT_SKIN_PLAYER_CORPSE:
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if (m_targets.getUnitTarget())
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{
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AddUnitTarget(m_targets.getUnitTarget(), i);
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}
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else if (m_targets.getCorpseTargetGUID())
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{
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Corpse *corpse = ObjectAccessor::GetCorpse(*m_caster,m_targets.getCorpseTargetGUID());
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@@ -757,7 +757,7 @@ namespace Trinity
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ASSERT(i_source);
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}
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template<class T> inline void Visit(GridRefManager<T> &m)
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template<class T> inline void Visit(GridRefManager<T>& m)
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{
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i_requireDeadTarget = i_spellProto ? bool(i_spellProto->AttributesEx3 & SPELL_ATTR3_REQUIRE_DEAD_TARGET) : false;
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@@ -709,13 +709,6 @@ enum SpellScriptTargetType
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#define MAX_SPELL_TARGET_TYPE 4
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struct SpellTargetEntry
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{
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SpellTargetEntry(SpellScriptTargetType type_,uint32 targetEntry_) : type(type_), targetEntry(targetEntry_) {}
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SpellScriptTargetType type;
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uint32 targetEntry;
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};
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// coordinates for spells (accessed using SpellMgr functions)
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struct SpellTargetPosition
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{
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