Some refactoring of code. and some cleanups
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@@ -342,7 +342,7 @@ namespace Game.Entities
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{
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SpecializationSpellsRecord specSpell = specSpells[j];
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(specSpell.SpellID);
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if (spellInfo == null || spellInfo.SpellLevel > getLevel())
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if (spellInfo == null || spellInfo.SpellLevel > GetLevel())
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continue;
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LearnSpell(specSpell.SpellID, false);
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@@ -568,7 +568,7 @@ namespace Game.Entities
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if (!ignore_condition && pEnchant.ConditionID != 0 && !EnchantmentFitsRequirements(pEnchant.ConditionID, -1))
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return;
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if (pEnchant.MinLevel > getLevel())
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if (pEnchant.MinLevel > GetLevel())
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return;
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if (pEnchant.RequiredSkillID > 0 && pEnchant.RequiredSkillRank > GetSkillValue((SkillType)pEnchant.RequiredSkillID))
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@@ -640,12 +640,12 @@ namespace Game.Entities
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scalingClass = pEnchant.ScalingClassRestricted;
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uint minLevel = ((uint)(pEnchant.Flags)).HasAnyFlag(0x20u) ? 1 : 60u;
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uint scalingLevel = getLevel();
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uint scalingLevel = GetLevel();
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byte maxLevel = (byte)(pEnchant.MaxLevel != 0 ? pEnchant.MaxLevel : CliDB.SpellScalingGameTable.GetTableRowCount() - 1);
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if (minLevel > getLevel())
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if (minLevel > GetLevel())
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scalingLevel = minLevel;
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else if (maxLevel < getLevel())
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else if (maxLevel < GetLevel())
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scalingLevel = maxLevel;
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GtSpellScalingRecord spellScaling = CliDB.SpellScalingGameTable.GetRow(scalingLevel);
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@@ -665,12 +665,12 @@ namespace Game.Entities
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scalingClass = pEnchant.ScalingClassRestricted;
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uint minLevel = ((uint)(pEnchant.Flags)).HasAnyFlag(0x20u) ? 1 : 60u;
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uint scalingLevel = getLevel();
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uint scalingLevel = GetLevel();
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byte maxLevel = (byte)(pEnchant.MaxLevel != 0 ? pEnchant.MaxLevel : CliDB.SpellScalingGameTable.GetTableRowCount() - 1);
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if (minLevel > getLevel())
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if (minLevel > GetLevel())
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scalingLevel = minLevel;
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else if (maxLevel < getLevel())
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else if (maxLevel < GetLevel())
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scalingLevel = maxLevel;
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GtSpellScalingRecord spellScaling = CliDB.SpellScalingGameTable.GetRow(scalingLevel);
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@@ -911,7 +911,7 @@ namespace Game.Entities
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WorldObject target = GetViewpoint();
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if (target)
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{
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if (target.isTypeMask(TypeMask.Unit))
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if (target.IsTypeMask(TypeMask.Unit))
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{
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((Unit)target).RemoveAurasByType(AuraType.BindSight, GetGUID());
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((Unit)target).RemoveAurasByType(AuraType.ModPossess, GetGUID());
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@@ -1610,8 +1610,8 @@ namespace Game.Entities
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void LearnSkillRewardedSpells(uint skillId, uint skillValue)
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{
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ulong raceMask = getRaceMask();
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uint classMask = getClassMask();
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ulong raceMask = GetRaceMask();
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uint classMask = GetClassMask();
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List<SkillLineAbilityRecord> skillLineAbilities = Global.DB2Mgr.GetSkillLineAbilitiesBySkill(skillId);
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foreach (var ability in skillLineAbilities)
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@@ -1639,7 +1639,7 @@ namespace Game.Entities
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continue;
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// check level, skip class spells if not high enough
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if (getLevel() < spellInfo.SpellLevel)
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if (GetLevel() < spellInfo.SpellLevel)
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continue;
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// need unlearn spell
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@@ -1932,7 +1932,7 @@ namespace Game.Entities
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if (HasSkill((SkillType)rcInfo.SkillID))
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continue;
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if (rcInfo.MinLevel > getLevel())
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if (rcInfo.MinLevel > GetLevel())
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continue;
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LearnDefaultSkill(rcInfo);
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@@ -1954,7 +1954,7 @@ namespace Game.Entities
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if (rcInfo.Flags.HasAnyFlag(SkillRaceClassInfoFlags.AlwaysMaxValue))
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skillValue = maxValue;
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else if (GetClass() == Class.Deathknight)
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skillValue = (ushort)Math.Min(Math.Max(1, (getLevel() - 1) * 5), maxValue);
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skillValue = (ushort)Math.Min(Math.Max(1, (GetLevel() - 1) * 5), maxValue);
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else if (skillId == SkillType.FistWeapons)
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skillValue = Math.Max((ushort)1, GetSkillValue(SkillType.Unarmed));
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@@ -1972,7 +1972,7 @@ namespace Game.Entities
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if (rcInfo.Flags.HasAnyFlag(SkillRaceClassInfoFlags.AlwaysMaxValue))
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skillValue = maxValue;
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else if (GetClass() == Class.Deathknight)
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skillValue = (ushort)Math.Min(Math.Max(1, (getLevel() - 1) * 5), maxValue);
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skillValue = (ushort)Math.Min(Math.Max(1, (GetLevel() - 1) * 5), maxValue);
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SetSkill(skillId, 1, skillValue, maxValue);
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break;
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@@ -3291,7 +3291,7 @@ namespace Game.Entities
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}
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// not allow proc extra attack spell at extra attack
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if (m_extraAttacks != 0 && spellInfo.HasEffect(SpellEffectName.AddExtraAttacks))
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if (ExtraAttacks != 0 && spellInfo.HasEffect(SpellEffectName.AddExtraAttacks))
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return;
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float chance = spellInfo.ProcChance;
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@@ -3404,9 +3404,9 @@ namespace Game.Entities
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{
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// normalized proc chance for weapon attack speed
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// (odd formula...)
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if (isAttackReady(WeaponAttackType.BaseAttack))
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if (IsAttackReady(WeaponAttackType.BaseAttack))
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return (GetBaseAttackTime(WeaponAttackType.BaseAttack) * 1.8f / 1000.0f);
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else if (haveOffhandWeapon() && isAttackReady(WeaponAttackType.OffAttack))
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else if (HaveOffhandWeapon() && IsAttackReady(WeaponAttackType.OffAttack))
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return (GetBaseAttackTime(WeaponAttackType.OffAttack) * 1.6f / 1000.0f);
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return 0;
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}
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