Core/Spell: kill old charge restoring system. Mods are fully handled by proc system now.
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@@ -882,7 +882,6 @@ namespace Game.Spells
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if (refresh)
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{
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RefreshSpellMods();
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RefreshTimers(resetPeriodicTimer);
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// reset charges
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@@ -892,16 +891,6 @@ namespace Game.Spells
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return false;
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}
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void RefreshSpellMods()
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{
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foreach (var app in m_applications.Values)
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{
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Player player = app.GetTarget().ToPlayer();
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if (player != null)
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player.RestoreAllSpellMods(0, this);
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}
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}
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public bool HasMoreThanOneEffectForType(AuraType auraType)
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{
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uint count = 0;
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+12
-18
@@ -2541,13 +2541,10 @@ namespace Game.Spells
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triggeredByAura.GetBase().SetDuration(0);
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}
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// cleanup after mod system
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// triggered spell pointer can be not removed in some cases
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if (m_caster.IsTypeId(TypeId.Player))
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{
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m_caster.ToPlayer().RestoreSpellMods(this);
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// cleanup after mod system
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// triggered spell pointer can be not removed in some cases
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m_caster.ToPlayer().SetSpellModTakingSpell(this, false);
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}
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if (param1 != 0 || param2 != 0)
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SendCastResult(result, param1, param2);
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@@ -2659,8 +2656,6 @@ namespace Game.Spells
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{
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case SpellState.Preparing:
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CancelGlobalCooldown();
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if (m_caster.IsTypeId(TypeId.Player))
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m_caster.ToPlayer().RestoreSpellMods(this);
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goto case SpellState.Delayed;
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case SpellState.Delayed:
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SendInterrupted(0);
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@@ -2763,13 +2758,12 @@ namespace Game.Spells
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{
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SendCastResult(castResult, param1, param2);
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SendInterrupted(0);
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//restore spell mods
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// cleanup after mod system
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// triggered spell pointer can be not removed in some cases
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if (m_caster.IsTypeId(TypeId.Player))
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{
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m_caster.ToPlayer().RestoreSpellMods(this);
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// cleanup after mod system
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m_caster.ToPlayer().SetSpellModTakingSpell(this, false);
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}
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finish(false);
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SetExecutedCurrently(false);
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return;
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@@ -2790,9 +2784,10 @@ namespace Game.Spells
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my_trade.SetSpell(m_spellInfo.Id, m_CastItem);
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SendCastResult(SpellCastResult.DontReport);
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SendInterrupted(0);
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m_caster.ToPlayer().RestoreSpellMods(this);
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// cleanup after mod system
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m_caster.ToPlayer().SetSpellModTakingSpell(this, false);
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finish(false);
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SetExecutedCurrently(false);
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return;
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@@ -2820,13 +2815,12 @@ namespace Game.Spells
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if (m_spellState == SpellState.Finished)
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{
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SendInterrupted(0);
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//restore spell mods
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// cleanup after mod system
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// triggered spell pointer can be not removed in some cases
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if (m_caster.IsTypeId(TypeId.Player))
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{
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m_caster.ToPlayer().RestoreSpellMods(this);
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// cleanup after mod system
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m_caster.ToPlayer().SetSpellModTakingSpell(this, false);
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}
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finish(false);
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SetExecutedCurrently(false);
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return;
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