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refactor(Core/Spells): Remove effectively unused switch case. (#22284)
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@@ -2644,14 +2644,6 @@ bool SpellInfo::_IsPositiveEffect(uint8 effIndex, bool deep) const
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switch (Effects[effIndex].Effect)
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{
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case SPELL_EFFECT_DUMMY:
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// some explicitly required dummy effect sets
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switch (Id)
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{
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default:
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break;
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}
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break;
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// always positive effects (check before target checks that provided non-positive result in some case for positive effects)
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case SPELL_EFFECT_HEAL:
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case SPELL_EFFECT_LEARN_SPELL:
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@@ -2661,10 +2653,8 @@ bool SpellInfo::_IsPositiveEffect(uint8 effIndex, bool deep) const
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return true;
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case SPELL_EFFECT_APPLY_AREA_AURA_ENEMY:
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return false;
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case SPELL_EFFECT_GAMEOBJECT_DAMAGE:
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return false;
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case SPELL_EFFECT_SCHOOL_DAMAGE:
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{
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bool only = true;
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@@ -2688,7 +2678,6 @@ bool SpellInfo::_IsPositiveEffect(uint8 effIndex, bool deep) const
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return false;
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break;
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}
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// non-positive aura use
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case SPELL_EFFECT_APPLY_AURA:
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case SPELL_EFFECT_APPLY_AREA_AURA_FRIEND:
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