Add spaces after commas
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01a79947d5
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1003f30448
645 files changed
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@@ -100,10 +100,10 @@ void GameObject::CleanupsBeforeDelete(bool /*finalCleanup*/)
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// Possible crash at access to deleted GO in Unit::m_gameobj
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if (uint64 owner_guid = GetOwnerGUID())
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{
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Unit* owner = ObjectAccessor::GetUnit(*this,owner_guid);
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Unit* owner = ObjectAccessor::GetUnit(*this, owner_guid);
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if (owner)
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owner->RemoveGameObject(this,false);
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owner->RemoveGameObject(this, false);
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else
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{
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const char * ownerType = "creature";
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@@ -144,9 +144,9 @@ void GameObject::RemoveFromWorld()
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if (uint64 owner_guid = GetOwnerGUID())
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{
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if (Unit * owner = GetOwner())
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owner->RemoveGameObject(this,false);
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owner->RemoveGameObject(this, false);
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else
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sLog->outError("Delete GameObject (GUID: %u Entry: %u) that have references in not found creature %u GO list. Crash possible later.",GetGUIDLow(),GetGOInfo()->entry,GUID_LOPART(owner_guid));
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sLog->outError("Delete GameObject (GUID: %u Entry: %u) that have references in not found creature %u GO list. Crash possible later.", GetGUIDLow(), GetGOInfo()->entry, GUID_LOPART(owner_guid));
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}
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WorldObject::RemoveFromWorld();
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sObjectAccessor->RemoveObject(this);
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@@ -158,14 +158,14 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMa
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ASSERT(map);
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SetMap(map);
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Relocate(x,y,z,ang);
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Relocate(x, y, z, ang);
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if (!IsPositionValid())
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{
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sLog->outError("Gameobject (GUID: %u Entry: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)",guidlow,name_id,x,y);
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sLog->outError("Gameobject (GUID: %u Entry: %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)", guidlow, name_id, x, y);
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return false;
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}
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SetPhaseMask(phaseMask,false);
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SetPhaseMask(phaseMask, false);
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SetZoneScript();
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if (m_zoneScript)
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@@ -178,7 +178,7 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMa
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GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(name_id);
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if (!goinfo)
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{
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sLog->outErrorDb("Gameobject (GUID: %u Entry: %u) not created: it have not exist entry in `gameobject_template`. Map: %u (X: %f Y: %f Z: %f) ang: %f rotation0: %f rotation1: %f rotation2: %f rotation3: %f",guidlow, name_id, map->GetId(), x, y, z, ang, rotation0, rotation1, rotation2, rotation3);
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sLog->outErrorDb("Gameobject (GUID: %u Entry: %u) not created: it have not exist entry in `gameobject_template`. Map: %u (X: %f Y: %f Z: %f) ang: %f rotation0: %f rotation1: %f rotation2: %f rotation3: %f", guidlow, name_id, map->GetId(), x, y, z, ang, rotation0, rotation1, rotation2, rotation3);
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return false;
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}
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@@ -188,14 +188,14 @@ bool GameObject::Create(uint32 guidlow, uint32 name_id, Map *map, uint32 phaseMa
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if (goinfo->type >= MAX_GAMEOBJECT_TYPE)
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{
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sLog->outErrorDb("Gameobject (GUID: %u Entry: %u) not created: it have not exist GO type '%u' in `gameobject_template`. It's will crash client if created.",guidlow,name_id,goinfo->type);
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sLog->outErrorDb("Gameobject (GUID: %u Entry: %u) not created: it have not exist GO type '%u' in `gameobject_template`. It's will crash client if created.", guidlow, name_id, goinfo->type);
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return false;
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}
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SetFloatValue(GAMEOBJECT_PARENTROTATION+0, rotation0);
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SetFloatValue(GAMEOBJECT_PARENTROTATION+1, rotation1);
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UpdateRotationFields(rotation2,rotation3); // GAMEOBJECT_FACING, GAMEOBJECT_ROTATION, GAMEOBJECT_PARENTROTATION+2/3
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UpdateRotationFields(rotation2, rotation3); // GAMEOBJECT_FACING, GAMEOBJECT_ROTATION, GAMEOBJECT_PARENTROTATION+2/3
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SetFloatValue(OBJECT_FIELD_SCALE_X, goinfo->size);
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@@ -302,7 +302,7 @@ void GameObject::Update(uint32 diff)
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UpdateData udata;
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WorldPacket packet;
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BuildValuesUpdateBlockForPlayer(&udata,caster->ToPlayer());
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BuildValuesUpdateBlockForPlayer(&udata, caster->ToPlayer());
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udata.BuildPacket(&packet);
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caster->ToPlayer()->GetSession()->SendPacket(&packet);
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@@ -334,7 +334,7 @@ void GameObject::Update(uint32 diff)
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if (targetGuid == GetGUID()) // if linking self, never respawn (check delayed to next day)
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SetRespawnTime(DAY);
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else
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m_respawnTime = (now > linkedRespawntime ? now : linkedRespawntime)+urand(5,MINUTE); // else copy time from master and add a little
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m_respawnTime = (now > linkedRespawntime ? now : linkedRespawntime)+urand(5, MINUTE); // else copy time from master and add a little
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SaveRespawnTime(); // also save to DB immediately
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return;
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}
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@@ -352,7 +352,7 @@ void GameObject::Update(uint32 diff)
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{
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caster->FinishSpell(CURRENT_CHANNELED_SPELL);
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WorldPacket data(SMSG_FISH_ESCAPED,0);
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WorldPacket data(SMSG_FISH_ESCAPED, 0);
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caster->ToPlayer()->GetSession()->SendPacket(&data);
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}
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// can be delete
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@@ -629,12 +629,12 @@ void GameObject::getFishLoot(Loot *fishloot, Player* loot_owner)
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fishloot->clear();
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uint32 zone, subzone;
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GetZoneAndAreaId(zone,subzone);
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GetZoneAndAreaId(zone, subzone);
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// if subzone loot exist use it
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if (!fishloot->FillLoot(subzone, LootTemplates_Fishing, loot_owner, true, true))
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// else use zone loot (must exist in like case)
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fishloot->FillLoot(zone, LootTemplates_Fishing, loot_owner,true);
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fishloot->FillLoot(zone, LootTemplates_Fishing, loot_owner, true);
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}
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void GameObject::SaveToDB()
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@@ -687,8 +687,8 @@ void GameObject::SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask)
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<< m_DBTableGuid << ", "
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<< GetEntry() << ", "
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<< mapid << ", "
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<< uint32(spawnMask) << "," // cast to prevent save as symbol
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<< uint16(GetPhaseMask()) << "," // prevent out of range error
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<< uint32(spawnMask) << ", " // cast to prevent save as symbol
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<< uint16(GetPhaseMask()) << ", " // prevent out of range error
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<< GetPositionX() << ", "
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<< GetPositionY() << ", "
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<< GetPositionZ() << ", "
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@@ -713,7 +713,7 @@ bool GameObject::LoadFromDB(uint32 guid, Map *map)
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if (!data)
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{
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sLog->outErrorDb("Gameobject (GUID: %u) not found in table `gameobject`, can't load. ",guid);
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sLog->outErrorDb("Gameobject (GUID: %u) not found in table `gameobject`, can't load. ", guid);
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return false;
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}
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@@ -737,7 +737,7 @@ bool GameObject::LoadFromDB(uint32 guid, Map *map)
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m_DBTableGuid = guid;
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if (map->GetInstanceId() != 0) guid = sObjectMgr->GenerateLowGuid(HIGHGUID_GAMEOBJECT);
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if (!Create(guid,entry, map, phaseMask, x, y, z, ang, rotation0, rotation1, rotation2, rotation3, animprogress, go_state, artKit))
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if (!Create(guid, entry, map, phaseMask, x, y, z, ang, rotation0, rotation1, rotation2, rotation3, animprogress, go_state, artKit))
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return false;
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if (data->spawntimesecs >= 0)
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@@ -838,7 +838,7 @@ Unit* GameObject::GetOwner() const
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void GameObject::SaveRespawnTime()
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{
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if (m_goData && m_goData->dbData && m_respawnTime > time(NULL) && m_spawnedByDefault)
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sObjectMgr->SaveGORespawnTime(m_DBTableGuid,GetInstanceId(),m_respawnTime);
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sObjectMgr->SaveGORespawnTime(m_DBTableGuid, GetInstanceId(), m_respawnTime);
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}
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bool GameObject::isAlwaysVisibleFor(WorldObject const* seer) const
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@@ -892,7 +892,7 @@ bool GameObject::ActivateToQuest(Player *pTarget) const
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//look for battlegroundAV for some objects which are only activated after mine gots captured by own team
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if (GetEntry() == BG_AV_OBJECTID_MINE_N || GetEntry() == BG_AV_OBJECTID_MINE_S)
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if (Battleground *bg = pTarget->GetBattleground())
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if (bg->GetTypeID(true) == BATTLEGROUND_AV && !(((BattlegroundAV*)bg)->PlayerCanDoMineQuest(GetEntry(),pTarget->GetTeam())))
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if (bg->GetTypeID(true) == BATTLEGROUND_AV && !(((BattlegroundAV*)bg)->PlayerCanDoMineQuest(GetEntry(), pTarget->GetTeam())))
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return false;
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return true;
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}
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@@ -947,8 +947,8 @@ void GameObject::TriggeringLinkedGameObject(uint32 trapEntry, Unit* target)
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Cell cell(p);
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cell.data.Part.reserved = ALL_DISTRICT;
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Trinity::NearestGameObjectEntryInObjectRangeCheck go_check(*target,trapEntry,range);
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Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectEntryInObjectRangeCheck> checker(this, trapGO,go_check);
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Trinity::NearestGameObjectEntryInObjectRangeCheck go_check(*target, trapEntry, range);
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Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectEntryInObjectRangeCheck> checker(this, trapGO, go_check);
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TypeContainerVisitor<Trinity::GameObjectLastSearcher<Trinity::NearestGameObjectEntryInObjectRangeCheck>, GridTypeMapContainer > object_checker(checker);
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cell.Visit(p, object_checker, *GetMap(), *target, range);
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@@ -963,7 +963,7 @@ GameObject* GameObject::LookupFishingHoleAround(float range)
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{
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GameObject* ok = NULL;
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CellPair p(Trinity::ComputeCellPair(GetPositionX(),GetPositionY()));
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CellPair p(Trinity::ComputeCellPair(GetPositionX(), GetPositionY()));
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Cell cell(p);
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cell.data.Part.reserved = ALL_DISTRICT;
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Trinity::NearestGameObjectFishingHole u_check(*this, range);
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@@ -993,7 +993,7 @@ void GameObject::UseDoorOrButton(uint32 time_to_restore, bool alternative /* = f
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if (!time_to_restore)
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time_to_restore = GetGOInfo()->GetAutoCloseTime();
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SwitchDoorOrButton(true,alternative);
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SwitchDoorOrButton(true, alternative);
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SetLootState(GO_ACTIVATED);
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m_cooldownTime = time(NULL) + time_to_restore;
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@@ -1161,7 +1161,7 @@ void GameObject::Use(Unit* user)
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if (itr != ChairListSlots.end())
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{
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itr->second = player->GetGUID(); //this slot in now used by player
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player->TeleportTo(GetMapId(), x_lowest, y_lowest, GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET);
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player->TeleportTo(GetMapId(), x_lowest, y_lowest, GetPositionZ(), GetOrientation(), TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET);
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player->SetStandState(UNIT_STAND_STATE_SIT_LOW_CHAIR+info->chair.height);
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return;
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}
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@@ -1269,7 +1269,7 @@ void GameObject::Use(Unit* user)
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case GO_READY: // ready for loot
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{
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uint32 zone, subzone;
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GetZoneAndAreaId(zone,subzone);
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GetZoneAndAreaId(zone, subzone);
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int32 zone_skill = sObjectMgr->GetFishingBaseSkillLevel(subzone);
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if (!zone_skill)
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@@ -1277,23 +1277,23 @@ void GameObject::Use(Unit* user)
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//provide error, no fishable zone or area should be 0
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if (!zone_skill)
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sLog->outErrorDb("Fishable areaId %u are not properly defined in `skill_fishing_base_level`.",subzone);
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sLog->outErrorDb("Fishable areaId %u are not properly defined in `skill_fishing_base_level`.", subzone);
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int32 skill = player->GetSkillValue(SKILL_FISHING);
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int32 chance;
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if (skill < zone_skill)
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{
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chance = int32(pow((double)skill/zone_skill,2) * 100);
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chance = int32(pow((double)skill/zone_skill, 2) * 100);
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if (chance < 1)
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chance = 1;
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}
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else
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chance = 100;
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int32 roll = irand(1,100);
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int32 roll = irand(1, 100);
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sLog->outStaticDebug("Fishing check (skill: %i zone min skill: %i chance %i roll: %i",skill,zone_skill,chance,roll);
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sLog->outStaticDebug("Fishing check (skill: %i zone min skill: %i chance %i roll: %i", skill, zone_skill, chance, roll);
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// but you will likely cause junk in areas that require a high fishing skill (not yet implemented)
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if (chance >= roll)
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@@ -1301,7 +1301,7 @@ void GameObject::Use(Unit* user)
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player->UpdateFishingSkill();
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// prevent removing GO at spell cancel
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player->RemoveGameObject(this,false);
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player->RemoveGameObject(this, false);
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SetOwnerGUID(player->GetGUID());
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//TODO: find reasonable value for fishing hole search
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@@ -1312,7 +1312,7 @@ void GameObject::Use(Unit* user)
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SetLootState(GO_JUST_DEACTIVATED);
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}
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else
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player->SendLoot(GetGUID(),LOOT_FISHING);
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player->SendLoot(GetGUID(), LOOT_FISHING);
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}
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// TODO: else: junk
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@@ -1571,7 +1571,7 @@ void GameObject::Use(Unit* user)
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Player* player = user->ToPlayer();
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// fallback, will always work
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player->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET);
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player->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(), TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET);
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WorldPacket data(SMSG_ENABLE_BARBER_SHOP, 0);
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player->GetSession()->SendPacket(&data);
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@@ -1592,7 +1592,7 @@ void GameObject::Use(Unit* user)
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if (!spellInfo)
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{
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if (user->GetTypeId() != TYPEID_PLAYER || !sOutdoorPvPMgr->HandleCustomSpell(user->ToPlayer(), spellId, this))
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sLog->outError("WORLD: unknown spell id %u at use action for gameobject (Entry: %u GoType: %u)", spellId,GetEntry(),GetGoType());
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sLog->outError("WORLD: unknown spell id %u at use action for gameobject (Entry: %u GoType: %u)", spellId, GetEntry(), GetGoType());
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else
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sLog->outDebug(LOG_FILTER_OUTDOORPVP, "WORLD: %u non-dbc spell was handled by OutdoorPvP", spellId);
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return;
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@@ -1648,7 +1648,7 @@ void GameObject::CastSpell(Unit* target, uint32 spellId)
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void GameObject::SendCustomAnim(uint32 anim)
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{
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WorldPacket data(SMSG_GAMEOBJECT_CUSTOM_ANIM,8+4);
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WorldPacket data(SMSG_GAMEOBJECT_CUSTOM_ANIM, 8+4);
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data << GetGUID();
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data << uint32(anim);
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SendMessageToSet(&data, true);
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