[9037] Cleanups in spellmode apply code.

* Add constructores for spellmode creating instead explcit fields init
* Use uint32 for family mask 2 instead unneded uint64

Also drop one from manual applies for uno-existed now spell.
This commit is contained in:
VladimirMangos 2009-12-20 19:23:54 +03:00
parent 9d0e943488
commit 15de428242
10 changed files with 70 additions and 127 deletions

View file

@ -6548,13 +6548,8 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAu
}
// No thread generated mod
// TODO: exist special flag in spell attributes for this, need found and use!
SpellModifier *mod = new SpellModifier;
mod->op = SPELLMOD_THREAT;
mod->value = -100;
mod->type = SPELLMOD_PCT;
mod->spellId = dummySpell->Id;
mod->mask = UI64LIT(0x0000000000000003);
mod->mask2= UI64LIT(0x0);
SpellModifier *mod = new SpellModifier(SPELLMOD_THREAT,SPELLMOD_PCT,-100,triggeredByAura);
((Player*)this)->AddSpellMod(mod, true);
// Remove cooldown (Chain Lightning - have Category Recovery time)
@ -12809,13 +12804,7 @@ bool Unit::HandleMendingAuraProc( Aura* triggeredByAura )
if(Player* target = ((Player*)this)->GetNextRandomRaidMember(radius))
{
// aura will applied from caster, but spell casted from current aura holder
SpellModifier *mod = new SpellModifier;
mod->op = SPELLMOD_CHARGES;
mod->value = jumps-5; // negative
mod->type = SPELLMOD_FLAT;
mod->spellId = spellProto->Id;
mod->mask = spellProto->SpellFamilyFlags;
mod->mask2 = spellProto->SpellFamilyFlags2;
SpellModifier *mod = new SpellModifier(SPELLMOD_CHARGES,SPELLMOD_FLAT,jumps-5,spellProto->Id,spellProto->SpellFamilyFlags,spellProto->SpellFamilyFlags2);
// remove before apply next (locked against deleted)
triggeredByAura->SetInUse(true);