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*Cleanup, fix a few warnings, and make the SD2 grid searchers just pass through to the standard Trinity grid searchers, as they have identical functionality. Thanks thmarth. Closes #387, #388
--HG-- branch : trunk
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@@ -4637,10 +4637,10 @@ void Spell::SpellDamageWeaponDmg(uint32 i)
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}
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bool normalized = false;
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float weaponDamagePercentMod = 1.0;
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for (int j = 0; j < 3; ++j)
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float weaponDamagePercentMod = 1.0f;
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for (uint8 j = 0; j < 3; ++j)
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{
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switch(m_spellInfo->Effect[j])
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switch (m_spellInfo->Effect[j])
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{
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case SPELL_EFFECT_WEAPON_DAMAGE:
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case SPELL_EFFECT_WEAPON_DAMAGE_NOSCHOOL:
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@@ -4659,10 +4659,10 @@ void Spell::SpellDamageWeaponDmg(uint32 i)
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}
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// apply to non-weapon bonus weapon total pct effect, weapon total flat effect included in weapon damage
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if(fixed_bonus || spell_bonus)
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if (fixed_bonus || spell_bonus)
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{
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UnitMods unitMod;
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switch(m_attackType)
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switch (m_attackType)
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{
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default:
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case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break;
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@@ -4671,23 +4671,23 @@ void Spell::SpellDamageWeaponDmg(uint32 i)
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}
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float weapon_total_pct = 1.0f;
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if ( m_spellInfo->SchoolMask & SPELL_SCHOOL_MASK_NORMAL )
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if (m_spellInfo->SchoolMask & SPELL_SCHOOL_MASK_NORMAL)
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weapon_total_pct = m_caster->GetModifierValue(unitMod, TOTAL_PCT);
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if(fixed_bonus)
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if (fixed_bonus)
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fixed_bonus = int32(fixed_bonus * weapon_total_pct);
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if(spell_bonus)
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if (spell_bonus)
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spell_bonus = int32(spell_bonus * weapon_total_pct);
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}
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int32 weaponDamage = m_caster->CalculateDamage(m_attackType, normalized, true);
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// Sequence is important
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for (int j = 0; j < 3; ++j)
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for (uint8 j = 0; j < 3; ++j)
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{
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// We assume that a spell have at most one fixed_bonus
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// and at most one weaponDamagePercentMod
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switch(m_spellInfo->Effect[j])
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switch (m_spellInfo->Effect[j])
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{
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case SPELL_EFFECT_WEAPON_DAMAGE:
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case SPELL_EFFECT_WEAPON_DAMAGE_NOSCHOOL:
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@@ -4714,7 +4714,7 @@ void Spell::SpellDamageWeaponDmg(uint32 i)
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// Add melee damage bonuses (also check for negative)
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m_caster->MeleeDamageBonus(unitTarget, &eff_damage, m_attackType, m_spellInfo);
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m_damage+= eff_damage;
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m_damage += eff_damage;
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}
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void Spell::EffectThreat(uint32 /*i*/)
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