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[10560] Remove reundenant spell store for temporary unsummoned pet.
We not use this data and now always have proeprtly save current pet when it temporary unsummoned and avoid it overwrite by another cases.
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parent
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commit
02b51fb976
3 changed files with 2 additions and 10 deletions
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@ -525,10 +525,6 @@ Player::Player (WorldSession *session): Unit(), m_mover(this), m_camera(this), m
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m_ammoDPS = 0.0f;
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m_temporaryUnsummonedPetNumber = 0;
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//cache for UNIT_CREATED_BY_SPELL to allow
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//returning reagents for temporarily removed pets
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//when dying/logging out
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m_oldpetspell = 0;
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////////////////////Rest System/////////////////////
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time_inn_enter=0;
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@ -17644,7 +17640,7 @@ void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
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if (returnreagent && pet && mode != PET_SAVE_AS_CURRENT)
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{
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//returning of reagents only for players, so best done here
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uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell;
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uint32 spellId = pet->GetUInt32Value(UNIT_CREATED_BY_SPELL);
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SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
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if(spellInfo)
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@ -21637,10 +21633,7 @@ void Player::UnsummonPetTemporaryIfAny()
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return;
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if(!m_temporaryUnsummonedPetNumber && pet->isControlled() && !pet->isTemporarySummoned() )
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{
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m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
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m_oldpetspell = pet->GetUInt32Value(UNIT_CREATED_BY_SPELL);
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}
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RemovePet(pet, PET_SAVE_AS_CURRENT);
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}
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