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Core/Misc:
- some simplifications in reputation calculation - removed aura in SPELL_AURA_LINKED should depends on SpellDifficulty - remove some unneeded variable declarations when it's already declared - remove some hacks - fix some warnings in Lfg stuff - some codestyle changes
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@@ -208,7 +208,7 @@ class boss_ignis : public CreatureScript
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switch (eventId)
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{
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case EVENT_JET:
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me->MonsterTextEmote(EMOTE_JETS, 0, true);
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Talk(EMOTE_JETS);
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DoCast(me, SPELL_FLAME_JETS);
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events.ScheduleEvent(EVENT_JET, urand(35000, 40000));
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break;
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@@ -1084,7 +1084,7 @@ class achievement_quick_shave : public AchievementCriteriaScript
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bool OnCheck(Player* /*source*/, Unit* target)
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{
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if (target)
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if (target)
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if (Creature* razorscale = target->ToCreature())
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if (razorscale->AI()->GetData(DATA_QUICK_SHAVE))
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return true;
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@@ -1418,7 +1418,7 @@ class spell_gen_luck_of_the_draw : public SpellScriptLoader
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if (group->isLFGGroup())
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if (uint32 dungeonId = sLFGMgr->GetDungeon(group->GetGUID(), true))
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if (LFGDungeonData const* dungeon = sLFGMgr->GetLFGDungeon(dungeonId))
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if (uint32(dungeon->map) == map->GetId() && dungeon->difficulty == uint32(map->GetDifficulty()))
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if (uint32(dungeon->map) == map->GetId() && dungeon->difficulty == map->GetDifficulty())
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if (randomDungeon && randomDungeon->type == LFG_TYPE_RANDOM)
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return; // in correct dungeon
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