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[9409] Use SpellEffectIndex as arg type for spell effect handlers.
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parent
ff8d494ed4
commit
11b84d27c2
4 changed files with 358 additions and 357 deletions
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@ -1163,7 +1163,7 @@ void Spell::DoSpellHitOnUnit(Unit *unit, const uint32 effectMask)
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{
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if (effectMask & (1 << effectNumber))
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{
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HandleEffects(unit, NULL, NULL, effectNumber, m_damageMultipliers[effectNumber]);
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HandleEffects(unit, NULL, NULL, SpellEffectIndex(effectNumber), m_damageMultipliers[effectNumber]);
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if ( m_applyMultiplierMask & (1 << effectNumber) )
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{
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// Get multiplier
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@ -1194,7 +1194,7 @@ void Spell::DoAllEffectOnTarget(GOTargetInfo *target)
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for(int effectNumber = 0; effectNumber < MAX_EFFECT_INDEX; ++effectNumber)
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if (effectMask & (1 << effectNumber))
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HandleEffects(NULL, NULL, go, effectNumber);
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HandleEffects(NULL, NULL, go, SpellEffectIndex(effectNumber));
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// cast at creature (or GO) quest objectives update at successful cast finished (+channel finished)
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// ignore autorepeat/melee casts for speed (not exist quest for spells (hm... )
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@ -1213,7 +1213,7 @@ void Spell::DoAllEffectOnTarget(ItemTargetInfo *target)
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for(int effectNumber = 0; effectNumber < MAX_EFFECT_INDEX; ++effectNumber)
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if (effectMask & (1 << effectNumber))
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HandleEffects(NULL, target->item, NULL, effectNumber);
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HandleEffects(NULL, target->item, NULL, SpellEffectIndex(effectNumber));
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}
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bool Spell::IsAliveUnitPresentInTargetList()
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@ -2820,7 +2820,7 @@ void Spell::_handle_immediate_phase()
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// apply Send Event effect to ground in case empty target lists
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if( m_spellInfo->Effect[j] == SPELL_EFFECT_SEND_EVENT && !HaveTargetsForEffect(j) )
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{
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HandleEffects(NULL, NULL, NULL, j);
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HandleEffects(NULL, NULL, NULL, SpellEffectIndex(j));
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continue;
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}
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@ -2853,7 +2853,7 @@ void Spell::_handle_immediate_phase()
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{
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// persistent area auras target only the ground
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if(m_spellInfo->Effect[j] == SPELL_EFFECT_PERSISTENT_AREA_AURA)
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HandleEffects(NULL, NULL, NULL, j);
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HandleEffects(NULL, NULL, NULL, SpellEffectIndex(j));
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}
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}
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@ -3895,7 +3895,7 @@ void Spell::HandleThreatSpells(uint32 spellId)
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DEBUG_LOG("Spell %u, rank %u, added an additional %i threat", spellId, sSpellMgr.GetSpellRank(spellId), threat);
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}
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void Spell::HandleEffects(Unit *pUnitTarget,Item *pItemTarget,GameObject *pGOTarget,uint32 i, float DamageMultiplier)
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void Spell::HandleEffects(Unit *pUnitTarget,Item *pItemTarget,GameObject *pGOTarget,SpellEffectIndex i, float DamageMultiplier)
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{
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unitTarget = pUnitTarget;
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itemTarget = pItemTarget;
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