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*Do not check range weapon skills for paladin. This fix the bug that flying hammer miss too much.
--HG-- branch : trunk
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@@ -673,7 +673,6 @@ class TRINITY_DLL_SPEC Creature : public Unit
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bool m_AlreadyCallAssistance;
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bool m_regenHealth;
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bool m_AI_locked;
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bool m_AI_enabled;
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bool m_isDeadByDefault;
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SpellSchoolMask m_meleeDamageSchoolMask;
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@@ -149,7 +149,7 @@ bool IsPassiveStackableSpell( uint32 spellId )
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Unit::Unit()
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: WorldObject(), i_motionMaster(this), m_ThreatManager(this), m_HostilRefManager(this)
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, m_IsInNotifyList(false), m_Notified(false)
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, m_IsInNotifyList(false), m_Notified(false), m_AI_enabled(false)
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{
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m_objectType |= TYPEMASK_UNIT;
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m_objectTypeId = TYPEID_UNIT;
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@@ -3576,7 +3576,11 @@ uint32 Unit::GetWeaponSkillValue (WeaponAttackType attType, Unit const* target)
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// feral or unarmed skill only for base attack
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if(attType != BASE_ATTACK && !item )
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{
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if(attType == RANGED_ATTACK && getClass() == CLASS_PALADIN) //hammer
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return GetMaxSkillValueForLevel();
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return 0;
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}
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if(((Player*)this)->IsInFeralForm())
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return GetMaxSkillValueForLevel(); // always maximized SKILL_FERAL_COMBAT in fact
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@@ -1452,6 +1452,8 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
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uint32 m_reactiveTimer[MAX_REACTIVE];
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ThreatManager m_ThreatManager;
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bool m_AI_enabled;
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private:
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void SendAttackStop(Unit* victim); // only from AttackStop(Unit*)
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//void SendAttackStart(Unit* pVictim); // only from Unit::AttackStart(Unit*)
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