Unit/PossessBar: Fix spell ordering on possess bar to reflect spell position in DB. Fixes Razuvious adds et al.
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@@ -13788,7 +13788,7 @@ void CharmInfo::InitPossessCreateSpells()
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break;
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}
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for (uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
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for (uint8 i = 0; i < CREATURE_MAX_SPELLS; ++i)
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{
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uint32 spellId = _unit->ToCreature()->m_spells[i];
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SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
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@@ -13797,7 +13797,7 @@ void CharmInfo::InitPossessCreateSpells()
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if (spellInfo->IsPassive())
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_unit->CastSpell(_unit, spellInfo, true);
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else
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AddSpellToActionBar(spellInfo, ACT_PASSIVE);
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AddSpellToActionBar(spellInfo, ACT_PASSIVE, i % MAX_UNIT_ACTION_BAR_INDEX);
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}
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}
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}
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@@ -13855,11 +13855,12 @@ void CharmInfo::InitCharmCreateSpells()
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}
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}
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bool CharmInfo::AddSpellToActionBar(SpellInfo const* spellInfo, ActiveStates newstate)
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bool CharmInfo::AddSpellToActionBar(SpellInfo const* spellInfo, ActiveStates newstate, uint8 preferredSlot)
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{
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uint32 spell_id = spellInfo->Id;
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uint32 first_id = spellInfo->GetFirstRankSpell()->Id;
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ASSERT(preferredSlot < MAX_UNIT_ACTION_BAR_INDEX);
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// new spell rank can be already listed
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for (uint8 i = 0; i < MAX_UNIT_ACTION_BAR_INDEX; ++i)
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{
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@@ -13876,9 +13877,10 @@ bool CharmInfo::AddSpellToActionBar(SpellInfo const* spellInfo, ActiveStates new
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// or use empty slot in other case
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for (uint8 i = 0; i < MAX_UNIT_ACTION_BAR_INDEX; ++i)
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{
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if (!PetActionBar[i].GetAction() && PetActionBar[i].IsActionBarForSpell())
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uint8 j = (preferredSlot + i) % MAX_UNIT_ACTION_BAR_INDEX;
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if (!PetActionBar[j].GetAction() && PetActionBar[j].IsActionBarForSpell())
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{
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SetActionBar(i, spell_id, newstate == ACT_DECIDE ? spellInfo->IsAutocastable() ? ACT_DISABLED : ACT_PASSIVE : newstate);
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SetActionBar(j, spell_id, newstate == ACT_DECIDE ? spellInfo->IsAutocastable() ? ACT_DISABLED : ACT_PASSIVE : newstate);
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return true;
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}
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}
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@@ -1119,7 +1119,7 @@ struct CharmInfo
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void InitEmptyActionBar(bool withAttack = true);
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//return true if successful
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bool AddSpellToActionBar(SpellInfo const* spellInfo, ActiveStates newstate = ACT_DECIDE);
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bool AddSpellToActionBar(SpellInfo const* spellInfo, ActiveStates newstate = ACT_DECIDE, uint8 preferredSlot = 0);
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bool RemoveSpellFromActionBar(uint32 spell_id);
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void LoadPetActionBar(const std::string& data);
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void BuildActionBar(WorldPacket* data);
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