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[7114] Code cleanups.
Remove redundant `inline` for in-class function definitions. Fixed float -> int implicit casts.
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22 changed files with 82 additions and 83 deletions
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@ -4537,7 +4537,7 @@ void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
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AuraList const& modRatingFromStat = GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT);
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for(AuraList::const_iterator i = modRatingFromStat.begin();i != modRatingFromStat.end(); ++i)
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if ((*i)->GetMiscValue() & (1<<cr))
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amount += GetStat(Stats((*i)->GetMiscBValue())) * (*i)->GetModifier()->m_amount / 100.0f;
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amount += int32(GetStat(Stats((*i)->GetMiscBValue())) * (*i)->GetModifier()->m_amount / 100.0f);
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if (amount < 0)
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amount = 0;
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SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, uint32(amount));
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@ -6503,7 +6503,7 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool appl
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uint32 level = ((getLevel() > ssd->MaxLevel) ? ssd->MaxLevel : getLevel());
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if(ScalingStatValuesEntry const *ssv = sScalingStatValuesStore.LookupEntry(level))
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{
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int multiplier = ssv->Multiplier[proto->GetScalingStatValuesColumn()];
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uint32 multiplier = ssv->Multiplier[proto->GetScalingStatValuesColumn()];
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val = (multiplier * modifier) / 10000;
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}
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}
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@ -6512,7 +6512,7 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool appl
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else
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{
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statType = proto->ItemStat[i].ItemStatType;
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val = float(proto->ItemStat[i].ItemStatValue);
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val = proto->ItemStat[i].ItemStatValue;
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}
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if(val == 0)
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@ -14264,12 +14264,12 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
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// clear charm/summon related fields
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SetCharm(NULL);
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SetPet(NULL);
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SetCharmerGUID(NULL);
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SetOwnerGUID(NULL);
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SetCreatorGUID(NULL);
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SetCharmerGUID(0);
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SetOwnerGUID(0);
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SetCreatorGUID(0);
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// reset some aura modifiers before aura apply
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SetFarSight(NULL);
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SetFarSightGUID(0);
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SetUInt32Value(PLAYER_TRACK_CREATURES, 0 );
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SetUInt32Value(PLAYER_TRACK_RESOURCES, 0 );
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@ -19171,7 +19171,7 @@ void Player::EnterVehicle(Vehicle *vehicle)
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vehicle->setFaction(getFaction());
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SetCharm(vehicle); // charm
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SetFarSight(vehicle->GetGUID()); // set view
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SetFarSightGUID(vehicle->GetGUID()); // set view
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SetClientControl(vehicle, 1); // redirect controls to vehicle
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@ -19222,7 +19222,7 @@ void Player::ExitVehicle(Vehicle *vehicle)
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vehicle->setFaction((GetTeam() == ALLIANCE) ? vehicle->GetCreatureInfo()->faction_A : vehicle->GetCreatureInfo()->faction_H);
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SetCharm(NULL);
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SetFarSight(NULL);
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SetFarSightGUID(0);
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SetClientControl(vehicle, 0);
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