Implementation of QAston proc system
This commit is contained in:
@@ -4289,10 +4289,24 @@ namespace Game.Entities
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if (proto.GetFlags().HasAnyFlag(ItemFlags.NoEquipCooldown))
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return;
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DateTime now = DateTime.Now;
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for (byte i = 0; i < proto.Effects.Count; ++i)
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{
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var effectData = proto.Effects[i];
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// apply proc cooldown to equip auras if we have any
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if (effectData.Trigger == ItemSpelltriggerType.OnEquip)
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{
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SpellProcEntry procEntry = Global.SpellMgr.GetSpellProcEntry(effectData.SpellID);
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if (procEntry == null)
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continue;
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Aura itemAura = GetAura(effectData.SpellID, GetGUID(), pItem.GetGUID());
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if (itemAura != null)
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itemAura.AddProcCooldown(now + TimeSpan.FromMilliseconds(procEntry.Cooldown));
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continue;
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}
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// no spell
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if (effectData.SpellID == 0)
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continue;
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@@ -1797,19 +1797,18 @@ namespace Game.Entities
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return;
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List<Aura> aurasQueue = new List<Aura>();
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for (var i = 0; i < (int)SpellModOp.Max; ++i)
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{
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for (var j = 0; j < (int)SpellModType.End; ++j)
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{
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foreach (var mod in m_spellMods[i][j])
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{
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// spellmods without aura set cannot be charged
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if (mod.ownerAura == null || !mod.ownerAura.IsUsingCharges())
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// Spellmods without charged aura set cannot be charged
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if (!mod.ownerAura.IsUsingCharges())
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continue;
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// Restore only specific owner aura mods
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if (ownerAuraId != 0 && (ownerAuraId != mod.ownerAura.GetSpellInfo().Id))
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if (ownerAuraId != 0 && mod.spellId != ownerAuraId)
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continue;
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if (aura != null && mod.ownerAura != aura)
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@@ -1831,70 +1830,37 @@ namespace Game.Entities
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// only see the first of its modifier restored)
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aurasQueue.Add(mod.ownerAura);
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// add mod charges back to mod
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if (mod.charges == -1)
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mod.charges = 1;
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else
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mod.charges++;
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// Do not set more spellmods than avalible
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if (mod.ownerAura.GetCharges() < mod.charges)
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mod.charges = mod.ownerAura.GetCharges();
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// Skip this check for now - aura charges may change due to various reason
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/// @todo track these changes correctly
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//ASSERT (mod->ownerAura->GetCharges() <= mod->charges);
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// add charges back to aura
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mod.ownerAura.ModCharges(1);
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}
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}
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}
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foreach (var removeAura in aurasQueue)
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spell.m_appliedMods.Remove(aura);
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}
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public void RestoreAllSpellMods(uint ownerAuraId = 0, Aura aura = null)
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{
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for (CurrentSpellTypes i = 0; i < CurrentSpellTypes.Max; ++i)
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{
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var appliedMod = spell.m_appliedMods.Find(p => p == removeAura);
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if (appliedMod != null)
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spell.m_appliedMods.Remove(appliedMod);
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Spell spell = m_currentSpells[i];
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if (spell != null)
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RestoreSpellMods(spell, ownerAuraId, aura);
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}
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}
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public void RestoreAllSpellMods(uint ownerAuraId, Aura aura)
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{
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for (CurrentSpellTypes i = 0; i < CurrentSpellTypes.Max; ++i)
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if (GetCurrentSpell(i) != null)
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RestoreSpellMods(m_currentSpells[i], ownerAuraId, aura);
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}
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public void RemoveSpellMods(Spell spell)
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public void ApplyModToSpell(SpellModifier mod, Spell spell)
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{
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if (spell == null)
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return;
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if (spell.m_appliedMods.Empty())
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// don't do anything with no charges
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if (mod.ownerAura.IsUsingCharges() && mod.ownerAura.GetCharges() == 0)
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return;
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for (var i = 0; i < (int)SpellModOp.Max; ++i)
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{
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for (var j = 0; j < (int)SpellModType.End; ++j)
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{
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for (var c = 0; c < m_spellMods[i][j].Count; c++)
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{
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SpellModifier mod = m_spellMods[i][j][c];
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// spellmods without aura set cannot be charged
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if (mod.ownerAura == null || !mod.ownerAura.IsUsingCharges())
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continue;
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// check if mod affected this spell
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var iterMod = spell.m_appliedMods.Find(p => p == mod.ownerAura);
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if (iterMod == null)
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continue;
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// remove from list
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spell.m_appliedMods.Remove(iterMod);
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if (mod.ownerAura.DropCharge(AuraRemoveMode.Expire))
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c = 0;
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}
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}
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}
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// register inside spell, proc system uses this to drop charges
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spell.m_appliedMods.Add(mod.ownerAura);
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}
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public void LearnCustomSpells()
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@@ -2643,25 +2609,71 @@ namespace Game.Entities
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if (m_spellModTakingSpell != null)
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spell = m_spellModTakingSpell;
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switch (op)
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{
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// special case, if a mod makes spell instant, only consume that mod
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case SpellModOp.CastingTime:
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{
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SpellModifier modInstantSpell = null;
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foreach (SpellModifier mod in m_spellMods[(int)op][(int)SpellModType.Pct])
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{
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if (!IsAffectedBySpellmod(spellInfo, mod, spell))
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continue;
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if (Convert.ToInt64(basevalue) < 10000 && mod.value <= -100)
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{
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modInstantSpell = mod;
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break;
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}
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}
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if (modInstantSpell != null)
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{
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ApplyModToSpell(modInstantSpell, spell);
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basevalue = default(T);
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return;
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}
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break;
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}
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// special case if two mods apply 100% critical chance, only consume one
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case SpellModOp.CriticalChance:
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{
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SpellModifier modCritical = null;
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foreach (SpellModifier mod in m_spellMods[(int)op][(int)SpellModType.Flat])
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{
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if (!IsAffectedBySpellmod(spellInfo, mod, spell))
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continue;
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if (mod.value >= 100)
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{
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modCritical = mod;
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break;
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}
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}
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if (modCritical != null)
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{
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ApplyModToSpell(modCritical, spell);
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basevalue = (T)Convert.ChangeType(100, typeof(T));
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return;
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}
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break;
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}
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default:
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break;
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}
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foreach (var mod in m_spellMods[(int)op][(int)SpellModType.Flat])
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{
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// Charges can be set only for mods with auras
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if (mod.ownerAura == null)
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Contract.Assert(mod.charges == 0);
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if (!IsAffectedBySpellmod(spellInfo, mod, spell))
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continue;
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totalflat += mod.value;
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DropModCharge(mod, spell);
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ApplyModToSpell(mod, spell);
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}
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foreach (var mod in m_spellMods[(int)op][(int)SpellModType.Pct])
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{
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// Charges can be set only for mods with auras
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if (mod.ownerAura == null)
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Contract.Assert(mod.charges == 0);
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if (!IsAffectedBySpellmod(spellInfo, mod, spell))
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continue;
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@@ -2670,22 +2682,26 @@ namespace Game.Entities
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continue;
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// special case (skip > 10sec spell casts for instant cast setting)
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if (mod.op == SpellModOp.CastingTime && Convert.ToInt64(basevalue) >= 10000 && mod.value <= -100)
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continue;
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if (op == SpellModOp.CastingTime)
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{
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if (Convert.ToInt32(basevalue) >= 10000 && mod.value <= -100)
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continue;
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}
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totalmul *= 1.0f + MathFunctions.CalculatePct(1.0f, mod.value);
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DropModCharge(mod, spell);
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ApplyModToSpell(mod, spell);
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}
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basevalue = (T)Convert.ChangeType(((Convert.ToSingle(basevalue) + totalflat) * totalmul), typeof(T));
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}
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bool IsAffectedBySpellmod(SpellInfo spellInfo, SpellModifier mod, Spell spell)
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{
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if (mod == null || spellInfo == null)
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return false;
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// Mod out of charges
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if (spell != null && mod.charges == -1 && !spell.m_appliedMods.Contains(mod.ownerAura))
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// First time this aura applies a mod to us and is out of charges
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if (spell && mod.ownerAura.IsUsingCharges() && mod.ownerAura.GetCharges() == 0 && !spell.m_appliedMods.Contains(mod.ownerAura))
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return false;
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// +duration to infinite duration spells making them limited
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@@ -2694,21 +2710,6 @@ namespace Game.Entities
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return spellInfo.IsAffectedBySpellMod(mod);
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}
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void DropModCharge(SpellModifier mod, Spell spell)
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{
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// don't handle spells with proc_event entry defined
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// this is a temporary workaround, because all spellmods should be handled like that
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if (Global.SpellMgr.GetSpellProcEvent(mod.spellId) != null)
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return;
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if (spell != null && mod.ownerAura != null && mod.charges > 0)
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{
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if (--mod.charges == 0)
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mod.charges = -1;
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spell.m_appliedMods.Add(mod.ownerAura);
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}
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}
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public void SetSpellModTakingSpell(Spell spell, bool apply)
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{
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@@ -2992,10 +2993,62 @@ namespace Game.Entities
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return false;
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}
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public void CastItemCombatSpell(Unit target, WeaponAttackType attType, ProcFlags procVictim, ProcFlagsExLegacy procEx, Item item, ItemTemplate proto)
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public void CastItemCombatSpell(DamageInfo damageInfo)
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{
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Unit target = damageInfo.GetVictim();
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if (target == null || !target.IsAlive() || target == this)
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return;
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for (byte i = EquipmentSlot.Start; i < EquipmentSlot.End; ++i)
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{
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// If usable, try to cast item spell
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Item item = GetItemByPos(InventorySlots.Bag0, i);
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if (item != null)
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{
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if (!item.IsBroken() && CanUseAttackType(damageInfo.GetAttackType()))
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{
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ItemTemplate proto = item.GetTemplate();
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if (proto != null)
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{
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// Additional check for weapons
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if (proto.GetClass() == ItemClass.Weapon)
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{
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// offhand item cannot proc from main hand hit etc
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byte slot;
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switch (damageInfo.GetAttackType())
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{
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case WeaponAttackType.BaseAttack:
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case WeaponAttackType.RangedAttack:
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slot = EquipmentSlot.MainHand;
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break;
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case WeaponAttackType.OffAttack:
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slot = EquipmentSlot.OffHand;
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break;
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default:
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slot = EquipmentSlot.End;
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break;
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}
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if (slot != i)
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continue;
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// Check if item is useable (forms or disarm)
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if (damageInfo.GetAttackType() == WeaponAttackType.BaseAttack)
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if (!IsUseEquipedWeapon(true) && !IsInFeralForm())
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continue;
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}
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CastItemCombatSpell(damageInfo, item, proto);
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}
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}
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}
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}
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}
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public void CastItemCombatSpell(DamageInfo damageInfo, Item item, ItemTemplate proto)
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{
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// Can do effect if any damage done to target
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if (procVictim.HasAnyFlag(ProcFlags.TakenDamage))
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// for done procs allow normal + critical + absorbs by default
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bool canTrigger = damageInfo.GetHitMask().HasAnyFlag(ProcFlagsHit.Normal | ProcFlagsHit.Critical | ProcFlagsHit.Absorb);
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if (canTrigger)
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{
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for (byte i = 0; i < proto.Effects.Count; ++i)
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{
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@@ -3024,14 +3077,14 @@ namespace Game.Entities
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if (proto.SpellPPMRate != 0)
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{
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uint WeaponSpeed = GetBaseAttackTime(attType);
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uint WeaponSpeed = GetBaseAttackTime(damageInfo.GetAttackType());
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chance = GetPPMProcChance(WeaponSpeed, proto.SpellPPMRate, spellInfo);
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}
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else if (chance > 100.0f)
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chance = GetWeaponProcChance();
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if (RandomHelper.randChance(chance))
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CastSpell(target, spellInfo.Id, true, item);
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CastSpell(damageInfo.GetVictim(), spellInfo.Id, true, item);
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}
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}
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@@ -3053,13 +3106,13 @@ namespace Game.Entities
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if (entry != null && entry.procEx != 0)
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{
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// Check hit/crit/dodge/parry requirement
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if ((entry.procEx & procEx) == 0)
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if (((uint)entry.procEx & (uint)damageInfo.GetHitMask()) == 0)
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continue;
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}
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else
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{
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// Can do effect if any damage done to target
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if (!Convert.ToBoolean(procVictim & ProcFlags.TakenDamage))
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// for done procs allow normal + critical + absorbs by default
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if (!canTrigger)
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continue;
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}
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@@ -3093,58 +3146,12 @@ namespace Game.Entities
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if (spellInfo.IsPositive())
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CastSpell(this, spellInfo, true, item);
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else
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CastSpell(target, spellInfo, true, item);
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CastSpell(damageInfo.GetVictim(), spellInfo, true, item);
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}
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}
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}
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}
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public void CastItemCombatSpell(Unit target, WeaponAttackType attType, ProcFlags procVictim, ProcFlagsExLegacy procEx)
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{
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if (target == null || !target.IsAlive() || target == this)
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return;
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for (byte i = EquipmentSlot.Start; i < EquipmentSlot.End; ++i)
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{
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// If usable, try to cast item spell
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Item item = GetItemByPos(InventorySlots.Bag0, i);
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if (item != null)
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if (!item.IsBroken() && CanUseAttackType(attType))
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{
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ItemTemplate proto = item.GetTemplate();
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if (proto != null)
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{
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// Additional check for weapons
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if (proto.GetClass() == ItemClass.Weapon)
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{
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// offhand item cannot proc from main hand hit etc
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byte slot;
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switch (attType)
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{
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case WeaponAttackType.BaseAttack:
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case WeaponAttackType.RangedAttack:
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slot = EquipmentSlot.MainHand;
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break;
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case WeaponAttackType.OffAttack:
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slot = EquipmentSlot.OffHand;
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break;
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default:
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slot = EquipmentSlot.End;
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break;
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}
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if (slot != i)
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continue;
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// Check if item is useable (forms or disarm)
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if (attType == WeaponAttackType.BaseAttack)
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if (!IsUseEquipedWeapon(true) && !IsInFeralForm())
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continue;
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}
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CastItemCombatSpell(target, attType, procVictim, procEx, item, proto);
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}
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}
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}
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}
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float GetWeaponProcChance()
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{
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// normalized proc chance for weapon attack speed
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