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Core/Player: restore ranged weapon attack handling
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@@ -686,7 +686,7 @@ class instance_ulduar : public InstanceMapScript
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Map::PlayerList const& players = instance->GetPlayers();
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for (Map::PlayerList::const_iterator itr = players.begin(); itr != players.end(); ++itr)
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if (Player* player = itr->GetSource())
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for (uint8 slot = EQUIPMENT_SLOT_MAINHAND; slot <= EQUIPMENT_SLOT_OFFHAND; ++slot)
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for (uint8 slot = EQUIPMENT_SLOT_MAINHAND; slot <= EQUIPMENT_SLOT_RANGED; ++slot)
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if (Item* item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
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if (item->GetItemLevel(player) > _maxWeaponItemLevel)
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_maxWeaponItemLevel = item->GetItemLevel(player);
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@@ -707,7 +707,7 @@ class instance_ulduar : public InstanceMapScript
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if (Item* item = player->GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
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{
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if (slot >= EQUIPMENT_SLOT_MAINHAND && slot <= EQUIPMENT_SLOT_OFFHAND)
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if (slot >= EQUIPMENT_SLOT_MAINHAND && slot <= EQUIPMENT_SLOT_RANGED)
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{
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if (item->GetItemLevel(player) > _maxWeaponItemLevel)
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_maxWeaponItemLevel = item->GetItemLevel(player);
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@@ -985,7 +985,7 @@ class spell_gen_clone_weapon_aura : public AuraScript
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if (Player* player = caster->ToPlayer())
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{
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if (Item* rangedItem = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND))
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if (Item* rangedItem = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
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target->SetVirtualItem(2, rangedItem->GetEntry());
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}
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else
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