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refactor(Core): Use database tables for Shaman totems and Druid shapeshift forms. (#22104)
Co-authored-by: DoctorKraft <25483209+doctorkraft@users.noreply.github.com> Co-authored-by: Shauren <shauren.trinity@gmail.com> Co-authored-by: ForesterDev <11771800+ForesterDev@users.noreply.github.com>
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@@ -26,6 +26,7 @@
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#include "ItemTemplate.h"
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#include "MotionMaster.h"
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#include "Object.h"
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#include "SharedDefines.h"
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#include "SpellAuraDefines.h"
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#include "SpellDefines.h"
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#include "ThreatMgr.h"
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@@ -599,23 +600,6 @@ enum ReactiveType
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MAX_REACTIVE
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};
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#define SUMMON_SLOT_PET 0
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#define SUMMON_SLOT_TOTEM 1
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#define MAX_TOTEM_SLOT 5
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#define SUMMON_SLOT_MINIPET 5
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#define SUMMON_SLOT_QUEST 6
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#define MAX_SUMMON_SLOT 7
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#define MAX_GAMEOBJECT_SLOT 4
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enum PlayerTotemType
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{
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SUMMON_TYPE_TOTEM_FIRE = 63,
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SUMMON_TYPE_TOTEM_EARTH = 81,
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SUMMON_TYPE_TOTEM_WATER = 82,
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SUMMON_TYPE_TOTEM_AIR = 83,
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};
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/// Spell cooldown flags sent in SMSG_SPELL_COOLDOWN
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enum SpellCooldownFlags
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{
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@@ -1897,8 +1881,7 @@ public:
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void RestoreDisplayId();
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void SetNativeDisplayId(uint32 displayId) { SetUInt32Value(UNIT_FIELD_NATIVEDISPLAYID, displayId); }
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[[nodiscard]] uint32 GetModelForForm(ShapeshiftForm form, uint32 spellId) const;
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uint32 GetModelForTotem(PlayerTotemType totemType);
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[[nodiscard]] uint32 GetModelForForm(ShapeshiftForm form, uint32 spellId);
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// Unit positons
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[[nodiscard]] virtual bool IsInWater() const;
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