Some misc cleansup.
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@@ -198,7 +198,7 @@ namespace Game.Entities
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public SpellInfo GetSpellInfo()
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{
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if (_spell)
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if (_spell != null)
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return _spell.GetSpellInfo();
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if (_damageInfo != null)
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return _damageInfo.GetSpellInfo();
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@@ -209,7 +209,7 @@ namespace Game.Entities
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}
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public SpellSchoolMask GetSchoolMask()
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{
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if (_spell)
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if (_spell != null)
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return _spell.GetSpellInfo().GetSchoolMask();
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if (_damageInfo != null)
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return _damageInfo.GetSchoolMask();
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@@ -733,7 +733,7 @@ namespace Game.Entities
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}
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// call script handlers
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if (spell)
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if (spell != null)
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spell.CallScriptCalcCritChanceHandlers(this, ref crit_chance);
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else
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aurEff.GetBase().CallScriptEffectCalcCritChanceHandlers(aurEff, aurEff.GetBase().GetApplicationOfTarget(GetGUID()), this, ref crit_chance);
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@@ -1620,7 +1620,7 @@ namespace Game.Entities
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Player modOwner = GetSpellModOwner();
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if (modOwner)
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{
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if (modOwner != this && spell)
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if (modOwner != this && spell != null)
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{
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List<AuraApplication> modAuras = new();
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foreach (var itr in modOwner.GetAppliedAuras())
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@@ -1648,7 +1648,7 @@ namespace Game.Entities
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void TriggerAurasProcOnEvent(ProcEventInfo eventInfo, List<Tuple<uint, AuraApplication>> aurasTriggeringProc)
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{
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Spell triggeringSpell = eventInfo.GetProcSpell();
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bool disableProcs = triggeringSpell && triggeringSpell.IsProcDisabled();
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bool disableProcs = triggeringSpell != null && triggeringSpell.IsProcDisabled();
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int oldProcChainLength = m_procChainLength;
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@@ -1746,7 +1746,7 @@ namespace Game.Entities
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}
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case CurrentSpellTypes.AutoRepeat:
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{
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if (GetCurrentSpell(CSpellType) && GetCurrentSpell(CSpellType).GetState() == SpellState.Idle)
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if (GetCurrentSpell(CSpellType) != null && GetCurrentSpell(CSpellType).GetState() == SpellState.Idle)
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GetCurrentSpell(CSpellType).SetState(SpellState.Finished);
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// only Auto Shoot does not break anything
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@@ -1780,9 +1780,7 @@ namespace Game.Entities
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// generic spells are cast when they are not finished and not delayed
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var currentSpell = GetCurrentSpell(CurrentSpellTypes.Generic);
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if (currentSpell &&
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(currentSpell.GetState() != SpellState.Finished) &&
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(withDelayed || currentSpell.GetState() != SpellState.Delayed))
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if (currentSpell != null && (currentSpell.GetState() != SpellState.Finished) && (withDelayed || currentSpell.GetState() != SpellState.Delayed))
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{
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if (!skipInstant || currentSpell.GetCastTime() != 0)
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{
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@@ -1790,17 +1788,18 @@ namespace Game.Entities
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return true;
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}
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}
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currentSpell = GetCurrentSpell(CurrentSpellTypes.Channeled);
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// channeled spells may be delayed, but they are still considered cast
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if (!skipChanneled && currentSpell &&
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(currentSpell.GetState() != SpellState.Finished))
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if (!skipChanneled && currentSpell != null && (currentSpell.GetState() != SpellState.Finished))
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{
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if (!isAutoshoot || !currentSpell.m_spellInfo.HasAttribute(SpellAttr2.DoNotResetCombatTimers))
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return true;
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}
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currentSpell = GetCurrentSpell(CurrentSpellTypes.AutoRepeat);
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// autorepeat spells may be finished or delayed, but they are still considered cast
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if (!skipAutorepeat && currentSpell)
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if (!skipAutorepeat && currentSpell != null)
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return true;
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return false;
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