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[9354] Add spell efffects for dual spec.
Actual dual spec still not implemented. Credits to EnderGT for original patch. Signed-off-by: hunuza <hunuza@gmail.com>
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9 changed files with 62 additions and 15 deletions
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@ -5634,7 +5634,7 @@ void Player::SendInitialActionButtons() const
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sLog.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
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WorldPacket data(SMSG_ACTION_BUTTONS, 1+(MAX_ACTION_BUTTONS*4));
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data << uint8(0); // can be 0, 1, 2 (talent spec)
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data << uint8(1); // can be 0, 1, 2 (talent spec)
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ActionButtonList const& currentActionButtonList = m_actionButtons[m_activeSpec];
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for(int button = 0; button < MAX_ACTION_BUTTONS; ++button)
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{
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@ -21315,12 +21315,34 @@ void Player::DeleteEquipmentSet(uint64 setGuid)
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}
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}
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void Player::ActivateSpec(uint32 specNum)
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void Player::ActivateSpec(uint8 specNum)
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{
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if(GetActiveSpec() == specNum)
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return;
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resetTalents(true);
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SetActiveSpec(specNum);
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SendInitialActionButtons();
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InitTalentForLevel();
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}
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void Player::UpdateSpecCount(uint8 count)
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{
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uint8 curCount = GetSpecsCount();
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if(curCount == count)
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return;
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if(count > curCount)
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{
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//TODO: copy current action button set
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}
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SetSpecsCount(count);
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SendTalentsInfoData(false);
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}
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void Player::RemoveAtLoginFlag( AtLoginFlags f, bool in_db_also /*= false*/ )
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