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[7165] More strict checking for client casted spells.
Allow explictly cast character spell from client only if it non-passive and show in spellbook/etc base at server data.
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4 changed files with 13 additions and 4 deletions
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@ -3560,7 +3560,15 @@ void Player::DestroyForPlayer( Player *target ) const
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bool Player::HasSpell(uint32 spell) const
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{
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PlayerSpellMap::const_iterator itr = m_spells.find(spell);
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return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled);
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return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
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!itr->second->disabled);
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}
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bool Player::HasActiveSpell(uint32 spell) const
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{
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PlayerSpellMap::const_iterator itr = m_spells.find(spell);
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return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
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itr->second->active && !itr->second->disabled);
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}
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TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const
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