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*Fix auras display when unit dies.
*Fix Freezing trap diminishing return. --HG-- branch : trunk
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+19
-12
@@ -208,18 +208,7 @@ void Unit::Update( uint32 p_time )
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_UpdateAura();
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}else
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m_AurasCheck -= p_time;*/
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const uint64& auramask = GetAuraUpdateMask();
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if (auramask)
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{
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for(uint32 i = 0; i < MAX_AURAS; ++i)
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{
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if(auramask & (uint64(1) << i))
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{
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SendAuraUpdate(i);
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}
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}
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ResetAuraUpdateMask();
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}
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UpdateAuras();
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// WARNING! Order of execution here is important, do not change.
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// Spells must be processed with event system BEFORE they go to _UpdateSpells.
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@@ -264,6 +253,22 @@ void Unit::Update( uint32 p_time )
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i_motionMaster.UpdateMotion(p_time);
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}
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void UpdateAuras()
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{
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const uint64& auramask = GetAuraUpdateMask();
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if (auramask)
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{
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for(uint32 i = 0; i < MAX_AURAS; ++i)
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{
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if(auramask & (uint64(1) << i))
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{
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SendAuraUpdate(i);
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}
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}
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ResetAuraUpdateMask();
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}
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}
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bool Unit::haveOffhandWeapon() const
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{
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if(GetTypeId() == TYPEID_PLAYER)
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@@ -9855,6 +9860,8 @@ void Unit::setDeathState(DeathState s)
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{
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RemoveAllAurasOnDeath();
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UnsummonAllTotems();
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//This is needed to clear visible auras after unit dies
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UpdateAuras();
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ModifyAuraState(AURA_STATE_HEALTHLESS_20_PERCENT, false);
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ModifyAuraState(AURA_STATE_HEALTHLESS_35_PERCENT, false);
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