Fix a lot of warnings
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e47ec04b4d
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03c34ee507
38 files changed
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@@ -146,9 +146,10 @@ _hitMask(hitMask), _spell(spell), _damageInfo(damageInfo), _healInfo(healInfo)
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#endif
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Unit::Unit(bool isWorldObject): WorldObject(isWorldObject),
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m_movedPlayer(NULL), m_lastSanctuaryTime(0), IsAIEnabled(false), NeedChangeAI(false),
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m_ControlledByPlayer(false), i_AI(NULL), i_disabledAI(NULL), m_procDeep(0),
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m_removedAurasCount(0), i_motionMaster(this), m_ThreatManager(this), m_vehicle(NULL),
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m_vehicleKit(NULL), m_unitTypeMask(UNIT_MASK_NONE), m_HostileRefManager(this), movespline(new Movement::MoveSpline())
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m_ControlledByPlayer(false), movespline(new Movement::MoveSpline()), i_AI(NULL),
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i_disabledAI(NULL), m_procDeep(0), m_removedAurasCount(0), i_motionMaster(this),
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m_ThreatManager(this), m_vehicle(NULL), m_vehicleKit(NULL), m_unitTypeMask(UNIT_MASK_NONE),
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m_HostileRefManager(this)
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{
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#ifdef _MSC_VER
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#pragma warning(default:4355)
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@@ -7010,8 +7011,8 @@ bool Unit::HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggere
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WeaponAttackType attType = WeaponAttackType(player->GetAttackBySlot(castItem->GetSlot()));
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if ((attType != BASE_ATTACK && attType != OFF_ATTACK)
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|| attType == BASE_ATTACK && procFlag & PROC_FLAG_DONE_OFFHAND_ATTACK
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|| attType == OFF_ATTACK && procFlag & PROC_FLAG_DONE_MAINHAND_ATTACK)
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|| (attType == BASE_ATTACK && procFlag & PROC_FLAG_DONE_OFFHAND_ATTACK)
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|| (attType == OFF_ATTACK && procFlag & PROC_FLAG_DONE_MAINHAND_ATTACK))
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return false;
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// Now compute real proc chance...
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@@ -7307,8 +7308,8 @@ bool Unit::HandleDummyAuraProc(Unit* victim, uint32 damage, AuraEffect* triggere
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Player* player = ToPlayer();
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WeaponAttackType attType = WeaponAttackType(player->GetAttackBySlot(castItem->GetSlot()));
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if ((attType != BASE_ATTACK && attType != OFF_ATTACK)
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|| attType == BASE_ATTACK && procFlag & PROC_FLAG_DONE_OFFHAND_ATTACK
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|| attType == OFF_ATTACK && procFlag & PROC_FLAG_DONE_MAINHAND_ATTACK)
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|| (attType == BASE_ATTACK && procFlag & PROC_FLAG_DONE_OFFHAND_ATTACK)
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|| (attType == OFF_ATTACK && procFlag & PROC_FLAG_DONE_MAINHAND_ATTACK))
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return false;
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float fire_onhit = float(CalculatePctF(dummySpell->Effects[EFFECT_0]. CalcValue(), 1.0f));
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@@ -12685,7 +12686,6 @@ void Unit::setDeathState(DeathState s)
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{
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// death state needs to be updated before RemoveAllAurasOnDeath() calls HandleChannelDeathItem(..) so that
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// it can be used to check creation of death items (such as soul shards).
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DeathState oldDeathState = m_deathState;
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m_deathState = s;
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if (s != ALIVE && s != JUST_ALIVED)
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