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Jun 24th, 2017
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C++ 1.13 KB | None | 0 0
  1.         for (GuidSet::const_iterator itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr)
  2.             if (Player* plr=sObjectMgr.GetPlayer((*itr)))
  3.                 plr->SetAuraStack(SPELL_TENACITY, plr, newStack);
  4.         for (CreatureSet::const_iterator itr = m_vehicles[team].begin(); itr != m_vehicles[team].end(); ++itr)
  5.         {
  6.             if((*itr) && (Vehicle *vehicle = (*itr)->GetVehicleKit()))
  7.                 vehicle->GetBase()->SetAuraStack(SPELL_TENACITY_VEHICLE, vehicle->GetBase(), newStack);
  8.         }
  9.            
  10.         if(buff_honnor != 0)
  11.         {
  12.             for (GuidSet::const_iterator itr = m_PlayersInWar[team].begin(); itr != m_PlayersInWar[team].end(); ++itr)
  13.                 if (Player* plr=sObjectMgr.GetPlayer((*itr)))
  14.                     plr->AddAura(buff_honnor, plr);
  15.             for (CreatureSet::const_iterator itr = m_vehicles[team].begin(); itr != m_vehicles[team].end(); ++itr)
  16.             {
  17.                 if((*itr) && (Vehicle *vehicle = (*itr)->GetVehicleKit()))
  18.                     vehicle->GetBase()->AddAura(buff_honnor, vehicle->GetBase());
  19.             }
  20.         }
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