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[9444] Add script call EffectAuraDummy, called at dummy aura(4) apply/remove
Signed-off-by: NoFantasy <nofantasy@nf.no>
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6 changed files with 22 additions and 2 deletions
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@ -23,6 +23,7 @@
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#include "../../game/Player.h"
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#include "../../game/Map.h"
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#include "../../game/ObjectMgr.h"
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#include "../../game/SpellAuras.h"
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//uint8 loglevel = 0;
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int nrscripts;
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@ -310,6 +311,16 @@ bool EffectDummyItem(Unit *caster, uint32 spellId, SpellEffectIndex effIndex, It
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return tmpscript->pEffectDummyItem(caster, spellId, effIndex, itemTarget);
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}
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MANGOS_DLL_EXPORT
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bool EffectAuraDummy(const Aura* pAura, bool apply)
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{
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Script *tmpscript = m_scripts[((Creature*)pAura->GetTarget())->GetScriptId()];
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if (!tmpscript || !tmpscript->pEffectAuraDummy)
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return false;
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return tmpscript->pEffectAuraDummy(pAura, apply);
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}
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void ScriptedAI::UpdateAI(const uint32)
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{
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//Check if we have a current target
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