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Closes issue #1061
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Code Style cleanup
Fix linux compile
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Storage related parts by Hunuza (MaNGOS), big thanks.
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Fixes issue #1668.
- additional damage is now done properly as shadow damage and no longer as additional physical damage.
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pyromaniacs they want to be
Closes issue #942
Fix by Liberate
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* Adds support for spelltarget-positions
* Uses areaname instead of zonename on hearthstone
Add homebind animation to player, with cast from innkeeper
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Fixes issue #1589.
With help of Az@zel, thanks.
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Fixes issue #148
Fixes issue #1223
Patch by tbaart (partial commit - Dancing Rune Weapon still needs testing)
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Vladimir.
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TOM_RUS.
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"!=" --> " != " (when needed)
" !=" --> " !="
"!= " --> "!= "
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">=" --> " >= " (when needed)
" >=" --> " >="
">= " --> ">= "
"<=" --> " <= " (when needed)
" <=" --> " <="
"<= " --> "<= "
" ==" --> " =="
"== " --> "== "
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"==" --> " == " (when needed)
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"( " --> "("
" )" --> ")"
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"if(" --> "if ("
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"for(" --> "for ("
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more flying really high )
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with a C++ cast(reinterpret_cast) and with a type check(isSummon()).
This function is like ToPlayer(), ToTotem(), etc.
This commit is like ede831bdd6f0cff481acc33f269fa7f8c78befd4 / r7496:
http://code.google.com/p/trinitycore/source/detail?r=ede831bdd6f0cff481acc33f269fa7f8c78befd4
As a result, this commit has the advantages and the "disadvantages" too, like r7496.
Please try to be polite if this commit causes some crashes.
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Wrath for 30 s. Closes issue #1270. Thanks to _manuel_ for research.
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When apply more 6 gems, and after player logout, server crash, also apply code style and cleanup.
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Fix talents Improved Rend and Gag Order not increasing whole damage of affected spells
(applying effect modifiers - spellmod_effectx should be however done for every static damage added to already calculated damage, we can't just apply all spellmods after effects are processed...)
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Reaver's Arcane Orb and many others). Achieved by fixing wildly incorrect SMSG_SPELL_GO target mask data handling.
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nalimleinad (AKA anonymous colleague #1) for research.
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Fixes issue #896.
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Thanks to Opterman for the packet structure.
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Fixes issue #1059.
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Credits to NoFantasy (Mangos)
Closes issue #411
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Add check to Spell::EffectSanctuary before casting
(ensuring all appearances of "(Player *)" (whitespace incl.) are correct)
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Added const Creature* ToCreature()
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This, when properly used, should get rid of most memory corruption issues,
currently, casting types C-style with no checks leads to some abstract crashing.
Functionality is same as with dynamic_cast<>, but with no RTTI check - so when
casting into invalid type you will receive NULL, and most probably crash.
At the same time, i took the liberty to convert most Player* casts to ToPlayer().
Still needs crapload of casts being moved to new facility.
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Fixes issue #953.
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*Spiritual attunemennt heal amount fix - by beberlescaraber
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*do not use original caster for trigger spell/trigger spell with value effects
*correct caster selection for force cast/trigger spell/trigger spell with value spell effects
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