Some refactoring of code. and some cleanups
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@@ -202,7 +202,7 @@ namespace Game
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pet.ToCreature().GetAI().AttackStart(TargetUnit);
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//10% chance to play special pet attack talk, else growl
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if (pet.IsPet() && pet.ToPet().getPetType() == PetType.Summon && pet != TargetUnit && RandomHelper.IRand(0, 100) < 10)
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if (pet.IsPet() && pet.ToPet().GetPetType() == PetType.Summon && pet != TargetUnit && RandomHelper.IRand(0, 100) < 10)
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pet.SendPetTalk(PetTalk.Attack);
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else
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{
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@@ -232,11 +232,11 @@ namespace Game
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Cypher.Assert(pet.IsTypeId(TypeId.Unit));
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if (pet.IsPet())
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{
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if (pet.ToPet().getPetType() == PetType.Hunter)
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if (pet.ToPet().GetPetType() == PetType.Hunter)
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GetPlayer().RemovePet(pet.ToPet(), PetSaveMode.AsDeleted);
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else
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//dismissing a summoned pet is like killing them (this prevents returning a soulshard...)
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pet.setDeathState(DeathState.Corpse);
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pet.SetDeathState(DeathState.Corpse);
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}
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else if (pet.HasUnitTypeMask(UnitTypeMask.Minion))
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{
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@@ -317,7 +317,7 @@ namespace Game
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SpellCastResult result = spell.CheckPetCast(unit_target);
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//auto turn to target unless possessed
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if (result == SpellCastResult.UnitNotInfront && !pet.isPossessed() && !pet.IsVehicle())
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if (result == SpellCastResult.UnitNotInfront && !pet.IsPossessed() && !pet.IsVehicle())
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{
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Unit unit_target2 = spell.m_targets.GetUnitTarget();
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if (unit_target)
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@@ -351,14 +351,14 @@ namespace Game
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//10% chance to play special pet attack talk, else growl
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//actually this only seems to happen on special spells, fire shield for imp, torment for voidwalker, but it's stupid to check every spell
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if (pet.IsPet() && (pet.ToPet().getPetType() == PetType.Summon) && (pet != unit_target) && (RandomHelper.IRand(0, 100) < 10))
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if (pet.IsPet() && (pet.ToPet().GetPetType() == PetType.Summon) && (pet != unit_target) && (RandomHelper.IRand(0, 100) < 10))
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pet.SendPetTalk(PetTalk.SpecialSpell);
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else
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{
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pet.SendPetAIReaction(guid1);
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}
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if (unit_target && !GetPlayer().IsFriendlyTo(unit_target) && !pet.isPossessed() && !pet.IsVehicle())
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if (unit_target && !GetPlayer().IsFriendlyTo(unit_target) && !pet.IsPossessed() && !pet.IsVehicle())
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{
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// This is true if pet has no target or has target but targets differs.
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if (pet.GetVictim() != unit_target)
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@@ -373,7 +373,7 @@ namespace Game
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}
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else
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{
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if (pet.isPossessed() || pet.IsVehicle()) // @todo: confirm this check
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if (pet.IsPossessed() || pet.IsVehicle()) // @todo: confirm this check
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Spell.SendCastResult(GetPlayer(), spellInfo, spell.m_SpellVisual, spell.m_castId, result);
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else
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spell.SendPetCastResult(result);
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@@ -524,7 +524,7 @@ namespace Game
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Pet pet = ObjectAccessor.GetPet(GetPlayer(), petguid);
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// check it!
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if (!pet || !pet.IsPet() || pet.ToPet().getPetType() != PetType.Hunter || !pet.HasPetFlag(UnitPetFlags.CanBeRenamed) ||
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if (!pet || !pet.IsPet() || pet.ToPet().GetPetType() != PetType.Hunter || !pet.HasPetFlag(UnitPetFlags.CanBeRenamed) ||
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pet.GetOwnerGUID() != GetPlayer().GetGUID() || pet.GetCharmInfo() == null)
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return;
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@@ -582,7 +582,7 @@ namespace Game
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// pet/charmed
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Creature pet = ObjectAccessor.GetCreatureOrPetOrVehicle(GetPlayer(), packet.Pet);
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if (pet && pet.ToPet() && pet.ToPet().getPetType() == PetType.Hunter)
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if (pet && pet.ToPet() && pet.ToPet().GetPetType() == PetType.Hunter)
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{
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_player.RemovePet((Pet)pet, PetSaveMode.AsDeleted);
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}
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@@ -680,7 +680,7 @@ namespace Game
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{
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// 10% chance to play special pet attack talk, else growl
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// actually this only seems to happen on special spells, fire shield for imp, torment for voidwalker, but it's stupid to check every spell
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if (pet.getPetType() == PetType.Summon && (RandomHelper.IRand(0, 100) < 10))
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if (pet.GetPetType() == PetType.Summon && (RandomHelper.IRand(0, 100) < 10))
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pet.SendPetTalk(PetTalk.SpecialSpell);
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else
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pet.SendPetAIReaction(petCastSpell.PetGUID);
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