Core: More codestyle cleanups
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158966dc79
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@@ -91,7 +91,7 @@ SpellCastTargets::~SpellCastTargets()
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{
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}
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void SpellCastTargets::setUnitTarget(Unit *target)
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void SpellCastTargets::setUnitTarget(Unit* target)
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{
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if (!target)
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return;
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@@ -223,7 +223,7 @@ void SpellCastTargets::Update(Unit* caster)
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m_itemTarget = NULL;
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if (caster->GetTypeId() == TYPEID_PLAYER)
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{
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Player *player = caster->ToPlayer();
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Player* player = caster->ToPlayer();
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if (m_targetMask & TARGET_FLAG_ITEM)
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m_itemTarget = player->GetItemByGuid(m_itemTargetGUID);
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else if (m_targetMask & TARGET_FLAG_TRADE_ITEM)
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@@ -1762,7 +1762,7 @@ void Spell::SearchAreaTarget(std::list<Unit*> &TagUnitMap, float radius, SpellNo
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break;
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case PUSH_CHAIN:
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{
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Unit *target = m_targets.getUnitTarget();
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Unit* target = m_targets.getUnitTarget();
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if (!target)
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{
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sLog->outError("SPELL: cannot find unit target for spell ID %u\n", m_spellInfo->Id);
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@@ -1893,7 +1893,7 @@ WorldObject* Spell::SearchNearbyTarget(float range, SpellTargets TargetType, Spe
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default:
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case SPELL_TARGETS_ENEMY:
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{
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Unit *target = NULL;
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Unit* target = NULL;
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Trinity::AnyUnfriendlyUnitInObjectRangeCheck u_check(m_caster, m_caster, range);
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Trinity::UnitLastSearcher<Trinity::AnyUnfriendlyUnitInObjectRangeCheck> searcher(m_caster, target, u_check);
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m_caster->VisitNearbyObject(range, searcher);
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@@ -1901,7 +1901,7 @@ WorldObject* Spell::SearchNearbyTarget(float range, SpellTargets TargetType, Spe
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}
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case SPELL_TARGETS_ALLY:
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{
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Unit *target = NULL;
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Unit* target = NULL;
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Trinity::AnyFriendlyUnitInObjectRangeCheck u_check(m_caster, m_caster, range);
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Trinity::UnitLastSearcher<Trinity::AnyFriendlyUnitInObjectRangeCheck> searcher(m_caster, target, u_check);
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m_caster->VisitNearbyObject(range, searcher);
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@@ -1975,7 +1975,7 @@ void Spell::SelectEffectTargets(uint32 i, uint32 cur)
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case TARGET_TYPE_UNIT_TARGET:
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{
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Unit *target = m_targets.getUnitTarget();
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Unit* target = m_targets.getUnitTarget();
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if (!target)
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{
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sLog->outError("SPELL: no unit target for spell ID %u", m_spellInfo->Id);
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@@ -2129,7 +2129,7 @@ void Spell::SelectEffectTargets(uint32 i, uint32 cur)
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case TARGET_TYPE_DEST_TARGET: //2+8+2
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{
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Unit *target = m_targets.getUnitTarget();
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Unit* target = m_targets.getUnitTarget();
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if (!target)
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{
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sLog->outError("SPELL: no unit target for spell ID %u", m_spellInfo->Id);
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@@ -2229,7 +2229,7 @@ void Spell::SelectEffectTargets(uint32 i, uint32 cur)
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else
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{
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sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "SPELL: unknown target coordinates for spell ID %u", m_spellInfo->Id);
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Unit *target = NULL;
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Unit* target = NULL;
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if (uint64 guid = m_caster->GetUInt64Value(UNIT_FIELD_TARGET))
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target = ObjectAccessor::GetUnit(*m_caster, guid);
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m_targets.setDst(target ? *target : *m_caster);
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@@ -2314,7 +2314,7 @@ void Spell::SelectEffectTargets(uint32 i, uint32 cur)
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if (pushType == PUSH_CHAIN) // Chain
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{
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Unit *target = m_targets.getUnitTarget();
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Unit* target = m_targets.getUnitTarget();
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if (!target)
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{
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sLog->outError("SPELL: no chain unit target for spell ID %u", m_spellInfo->Id);
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@@ -2747,7 +2747,7 @@ void Spell::prepare(SpellCastTargets const* targets, AuraEffect const* triggered
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if (!m_targets.getUnitTargetGUID() && m_spellInfo->Targets & TARGET_FLAG_UNIT)
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{
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Unit *target = NULL;
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Unit* target = NULL;
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if (m_caster->GetTypeId() == TYPEID_UNIT)
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target = m_caster->getVictim();
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else
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@@ -2780,7 +2780,7 @@ void Spell::prepare(SpellCastTargets const* targets, AuraEffect const* triggered
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if (!m_targets.HasDst() && m_spellInfo->Targets & TARGET_FLAG_DEST_LOCATION)
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{
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Unit *target = m_targets.getUnitTarget();
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Unit* target = m_targets.getUnitTarget();
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if (!target)
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{
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if (m_caster->GetTypeId() == TYPEID_UNIT)
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@@ -2987,7 +2987,7 @@ void Spell::cast(bool skipCheck)
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// update pointers base at GUIDs to prevent access to non-existed already object
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UpdatePointers();
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if (Unit *target = m_targets.getUnitTarget())
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if (Unit* target = m_targets.getUnitTarget())
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{
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// three check: prepare, cast (m_casttime > 0), hit (delayed)
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if (m_casttime && target->isAlive() && !target->IsFriendlyTo(m_caster) && !m_caster->canSeeOrDetect(target))
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@@ -3010,7 +3010,7 @@ void Spell::cast(bool skipCheck)
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// now that we've done the basic check, now run the scripts
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// should be done before the spell is actually executed
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if (Player *playerCaster = m_caster->ToPlayer())
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if (Player* playerCaster = m_caster->ToPlayer())
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sScriptMgr->OnPlayerSpellCast(playerCaster, this, skipCheck);
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SetExecutedCurrently(true);
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@@ -4700,7 +4700,7 @@ SpellCastResult Spell::CheckCast(bool strict)
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return SPELL_FAILED_MOVING;
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}
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Unit *target = m_targets.getUnitTarget();
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Unit* target = m_targets.getUnitTarget();
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// In pure self-cast spells, the client won't send any unit target
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if (!target && (m_targets.getTargetMask() == TARGET_FLAG_SELF || m_targets.getTargetMask() & TARGET_FLAG_UNIT_CASTER)) // TARGET_FLAG_SELF == 0, remember!
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@@ -4757,7 +4757,7 @@ SpellCastResult Spell::CheckCast(bool strict)
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{
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if (target->GetTypeId() == TYPEID_PLAYER)
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{
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Player *player = target->ToPlayer();
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Player* player = target->ToPlayer();
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if (!player->GetWeaponForAttack(BASE_ATTACK) || !player->IsUseEquipedWeapon(true))
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return SPELL_FAILED_TARGET_NO_WEAPONS;
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}
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@@ -5408,7 +5408,7 @@ SpellCastResult Spell::CheckCast(bool strict)
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return SPELL_FAILED_ALREADY_HAVE_CHARM;
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}
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if (Unit *target = m_targets.getUnitTarget())
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if (Unit* target = m_targets.getUnitTarget())
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{
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if (target->GetTypeId() == TYPEID_UNIT && target->ToCreature()->IsVehicle())
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return SPELL_FAILED_BAD_IMPLICIT_TARGETS;
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@@ -5724,7 +5724,7 @@ SpellCastResult Spell::CheckRange(bool strict)
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SpellRangeEntry const* srange = sSpellRangeStore.LookupEntry(m_spellInfo->rangeIndex);
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Unit *target = m_targets.getUnitTarget();
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Unit* target = m_targets.getUnitTarget();
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float max_range = (float)m_caster->GetSpellMaxRangeForTarget(target, srange);
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float min_range = (float)m_caster->GetSpellMinRangeForTarget(target, srange);
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uint32 range_type = GetSpellRangeType(srange);
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