Core/Units: moved health and power ordering predicates from Unit header into CommonPredicates
Port From (https://github.com/TrinityCore/TrinityCore/commit/2f6ed2c203b16a1d1e85f61a8b8e2cf3d1a4e784)
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@@ -6,6 +6,7 @@ using Framework.Dynamic;
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using Game.DataStorage;
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using Game.Entities;
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using Game.Maps;
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using Game.Miscellaneous;
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using Game.Networking.Packets;
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using Game.Scripting;
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using Game.Spells;
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@@ -76,10 +77,10 @@ namespace Scripts.Spells.Generic
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uint spellId = SharedConst.GetFirstSchoolInMask(eventInfo.GetSchoolMask()) switch
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{
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SpellSchools.Fire => SpellGenAdaptiveWardingFire,
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SpellSchools.Nature => SpellGenAdaptiveWardingNature,
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SpellSchools.Frost => SpellGenAdaptiveWardingFrost,
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SpellSchools.Shadow => SpellGenAdaptiveWardingShadow,
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SpellSchools.Arcane => SpellGenAdaptiveWardingArcane,
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SpellSchools.Nature => SpellGenAdaptiveWardingNature,
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SpellSchools.Frost => SpellGenAdaptiveWardingFrost,
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SpellSchools.Shadow => SpellGenAdaptiveWardingShadow,
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SpellSchools.Arcane => SpellGenAdaptiveWardingArcane,
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_ => 0
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};
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@@ -7,6 +7,7 @@ using Game.BattleGrounds;
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using Game.DataStorage;
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using Game.Entities;
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using Game.Loots;
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using Game.Miscellaneous;
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using Game.Scripting;
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using Game.Spells;
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using System;
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@@ -6,6 +6,7 @@ using Framework.Dynamic;
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using Game.AI;
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using Game.DataStorage;
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using Game.Entities;
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using Game.Miscellaneous;
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using Game.Scripting;
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using Game.Spells;
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using System;
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