Some refactoring of code. and some cleanups
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@@ -135,7 +135,7 @@ namespace Scripts.Spells.Warrior
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for (uint i = 0; i < 5; ++i)
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{
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int timeOffset = (int)(6 * i * aurEff.GetPeriod() / 25);
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Vector4 loc = GetTarget().moveSpline.ComputePosition(timeOffset);
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Vector4 loc = GetTarget().MoveSpline.ComputePosition(timeOffset);
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GetTarget().SendPlaySpellVisual(new Vector3(loc.X, loc.Y, loc.Z), 0.0f, Misc.SpellVisualBlazingCharge, 0, 0, 1.0f, true);
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}
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}
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@@ -550,7 +550,7 @@ namespace Scripts.Spells.Warrior
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bool CheckProc(ProcEventInfo eventInfo)
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{
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// check attack comes not from behind and warrior is not stunned
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return GetTarget().isInFront(eventInfo.GetProcTarget(), MathFunctions.PI) && !GetTarget().HasUnitState(UnitState.Stunned);
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return GetTarget().IsInFront(eventInfo.GetProcTarget(), MathFunctions.PI) && !GetTarget().HasUnitState(UnitState.Stunned);
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}
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void HandleEffectProc(AuraEffect aurEff, ProcEventInfo eventInfo)
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