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Replace hack code in Spell::EffectOpenLock by generic way for check lock key items/skills
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parent
7dd997617e
commit
991376067d
3 changed files with 86 additions and 76 deletions
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@ -1696,6 +1696,8 @@ inline uint8 ClassByQuestSort(int32 QuestSort)
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enum SkillType
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{
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SKILL_NONE = 0,
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SKILL_FROST = 6,
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SKILL_FIRE = 8,
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SKILL_ARMS = 26,
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@ -1850,6 +1852,20 @@ enum SkillType
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#define MAX_SKILL_TYPE 789
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inline SkillType SkillByLockType(LockType locktype)
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{
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switch(locktype)
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{
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case LOCKTYPE_PICKLOCK: return SKILL_LOCKPICKING;
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case LOCKTYPE_HERBALISM: return SKILL_HERBALISM;
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case LOCKTYPE_MINING: return SKILL_MINING;
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case LOCKTYPE_FISHING: return SKILL_FISHING;
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case LOCKTYPE_INSCRIPTION: return SKILL_INSCRIPTION;
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default: break;
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}
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return SKILL_NONE;
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}
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inline uint32 SkillByQuestSort(int32 QuestSort)
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{
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switch(QuestSort)
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@ -4172,6 +4172,7 @@ uint8 Spell::CanCast(bool strict)
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{
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// check for lock - key pair (checked by client also, just prevent cheating
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bool ok_key = false;
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bool req_key = false;
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for(int it = 0; it < 8; ++it)
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{
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switch(lockInfo->Type[it])
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@ -4180,6 +4181,7 @@ uint8 Spell::CanCast(bool strict)
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break;
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case LOCK_KEY_ITEM:
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{
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req_key = true;
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if(lockInfo->Index[it])
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{
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if(m_CastItem && m_CastItem->GetEntry()==lockInfo->Index[it])
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@ -4189,30 +4191,22 @@ uint8 Spell::CanCast(bool strict)
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}
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case LOCK_KEY_SKILL:
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{
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req_key = true;
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if(uint32(m_spellInfo->EffectMiscValue[i])!=lockInfo->Index[it])
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break;
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switch(lockInfo->Index[it])
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{
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case LOCKTYPE_HERBALISM:
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if(((Player*)m_caster)->HasSkill(SKILL_HERBALISM))
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SkillType skill = SkillByLockType(LockType(lockInfo->Index[it]));
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if(skill==SKILL_NONE)
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ok_key =true;
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break;
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case LOCKTYPE_MINING:
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if(((Player*)m_caster)->HasSkill(SKILL_MINING))
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else if(((Player*)m_caster)->HasSkill(skill))
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ok_key =true;
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break;
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default:
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ok_key =true;
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break;
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}
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}
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}
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if(ok_key)
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break;
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}
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if(!ok_key)
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if(!ok_key && req_key)
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return SPELL_FAILED_BAD_TARGETS;
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}
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@ -2943,7 +2943,7 @@ void Spell::SendLoot(uint64 guid, LootType loottype)
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player->SendLoot(guid, loottype);
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}
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void Spell::EffectOpenLock(uint32 /*i*/)
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void Spell::EffectOpenLock(uint32 effIndex)
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{
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if(!m_caster || m_caster->GetTypeId() != TYPEID_PLAYER)
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{
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@ -2953,7 +2953,6 @@ void Spell::EffectOpenLock(uint32 /*i*/)
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Player* player = (Player*)m_caster;
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LootType loottype = LOOT_CORPSE;
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uint32 lockId = 0;
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uint64 guid = 0;
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@ -3002,7 +3001,7 @@ void Spell::EffectOpenLock(uint32 /*i*/)
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if(!lockId) // possible case for GO and maybe for items.
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{
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SendLoot(guid, loottype);
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SendLoot(guid, LOOT_CORPSE);
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return;
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}
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@ -3017,74 +3016,75 @@ void Spell::EffectOpenLock(uint32 /*i*/)
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return;
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}
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// check key
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for(int i = 0; i < 8; ++i)
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bool reqKey = false; // some locks not have reqs
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for(int j = 0; j < 8; ++j)
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{
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// Type==1 This means lockInfo->Index[i] is an item
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if(lockInfo->Type[i]==LOCK_KEY_ITEM && lockInfo->Index[i] && m_CastItem && m_CastItem->GetEntry()==lockInfo->Index[i])
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switch(lockInfo->Type[j])
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{
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SendLoot(guid, loottype);
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// check key item (many fit cases can be)
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case LOCK_KEY_ITEM:
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if(lockInfo->Index[j] && m_CastItem && m_CastItem->GetEntry()==lockInfo->Index[j])
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{
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SendLoot(guid, LOOT_CORPSE);
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return;
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}
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}
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reqKey = true;
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break;
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// check key skill (only single first fit case can be)
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case LOCK_KEY_SKILL:
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{
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reqKey = true;
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uint32 SkillId = 0;
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// Check and skill-up skill
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if( m_spellInfo->Effect[1] == SPELL_EFFECT_SKILL )
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SkillId = m_spellInfo->EffectMiscValue[1];
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// pickpocketing spells
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else if( m_spellInfo->EffectMiscValue[0] == LOCKTYPE_PICKLOCK )
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SkillId = SKILL_LOCKPICKING;
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// wrong locktype, skip
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if(uint32(m_spellInfo->EffectMiscValue[effIndex]) != lockInfo->Index[j])
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continue;
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SkillType skillId = SkillByLockType(LockType(lockInfo->Index[j]));
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if ( skillId != SKILL_NONE )
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{
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// skill bonus provided by casting spell (mostly item spells)
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uint32 spellSkillBonus = uint32(m_currentBasePoints[0]+1);
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uint32 reqSkillValue = lockInfo->Skill[j];
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uint32 reqSkillValue = lockInfo->Skill[0];
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if(lockInfo->Skill[1]) // required pick lock skill applying
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{
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if(SkillId != SKILL_LOCKPICKING) // wrong skill (cheating?)
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{
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SendCastResult(SPELL_FAILED_FIZZLE);
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return;
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}
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reqSkillValue = lockInfo->Skill[1];
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}
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else if(SkillId == SKILL_LOCKPICKING) // apply picklock skill to wrong target
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{
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SendCastResult(SPELL_FAILED_BAD_TARGETS);
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return;
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}
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if ( SkillId )
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{
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loottype = LOOT_SKINNING;
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if ( player->GetSkillValue(SkillId) + spellSkillBonus < reqSkillValue )
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if ( player->GetSkillValue(skillId) + spellSkillBonus < reqSkillValue )
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{
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SendCastResult(SPELL_FAILED_LOW_CASTLEVEL);
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return;
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}
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// update skill if really known
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if(uint32 SkillValue = player->GetPureSkillValue(SkillId))
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if(uint32 SkillValue = player->GetPureSkillValue(skillId))
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{
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if(gameObjTarget)
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{
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// Allow one skill-up until respawned
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if ( !gameObjTarget->IsInSkillupList( player->GetGUIDLow() ) &&
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player->UpdateGatherSkill(SkillId, SkillValue, reqSkillValue) )
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player->UpdateGatherSkill(skillId, SkillValue, reqSkillValue) )
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gameObjTarget->AddToSkillupList( player->GetGUIDLow() );
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}
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else if(itemTarget)
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{
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// Do one skill-up
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player->UpdateGatherSkill(SkillId, SkillValue, reqSkillValue);
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player->UpdateGatherSkill(skillId, SkillValue, reqSkillValue);
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}
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}
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}
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SendLoot(guid, loottype);
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SendLoot(guid, LOOT_SKINNING);
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return;
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}
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}
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}
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if(reqKey)
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{
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SendCastResult(SPELL_FAILED_BAD_TARGETS);
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return;
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}
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SendLoot(guid, LOOT_SKINNING);
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}
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void Spell::EffectSummonChangeItem(uint32 i)
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