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fix(Core/CharmInfo): Adjust how spells are given to charmed creatures. (#20227)
Init.
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@@ -78,21 +78,7 @@ void CharmInfo::InitPossessCreateSpells()
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{
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if (_unit->IsCreature())
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{
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// Adding switch until better way is found. Malcrom
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// Adding entrys to this switch will prevent COMMAND_ATTACK being added to pet bar.
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switch (_unit->GetEntry())
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{
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case 23575: // Mindless Abomination
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case 24783: // Trained Rock Falcon
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case 27664: // Crashin' Thrashin' Racer
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case 40281: // Crashin' Thrashin' Racer
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case 23109: // Vengeful Spirit
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case 25653: // Power of the Blue Flight
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break;
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default:
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InitEmptyActionBar();
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break;
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}
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InitEmptyActionBar(false);
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for (uint32 i = 0; i < MAX_CREATURE_SPELLS; ++i)
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{
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@@ -160,11 +146,14 @@ bool CharmInfo::AddSpellToActionBar(SpellInfo const* spellInfo, ActiveStates new
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{
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uint32 spell_id = 0;
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uint32 first_id = 0;
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bool autocastable = false;
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if (spellInfo)
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{
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spell_id = spellInfo->Id;
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first_id = spellInfo->GetFirstRankSpell()->Id;
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if (spellInfo->IsAutocastable())
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autocastable = true;
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}
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// new spell rank can be already listed
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@@ -188,7 +177,10 @@ bool CharmInfo::AddSpellToActionBar(SpellInfo const* spellInfo, ActiveStates new
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if (i != index && index <= MAX_UNIT_ACTION_BAR_INDEX)
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continue;
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SetActionBar(i, spell_id, newstate == ACT_DECIDE ? spellInfo->IsAutocastable() ? ACT_DISABLED : ACT_PASSIVE : newstate);
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if (!spell_id && index == ACTION_BAR_INDEX_START)
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SetActionBar(ACTION_BAR_INDEX_START, COMMAND_ATTACK, ACT_COMMAND);
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else
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SetActionBar(i, spell_id, newstate == ACT_DECIDE ? autocastable ? ACT_DISABLED : ACT_PASSIVE : newstate);
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if (_unit->GetCharmer() && _unit->GetCharmer()->IsPlayer())
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{
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