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[9362] Make specs work at least for action bars
* Propertly add/remove required for specs work spells at 63624/63651. * Copy current spec action bars to new spec at specs count increase, and delete action bars data at spec count decrease. * Avoid undexpected action button data test for not active spec at loading/copy, but test action buttons data at spec activation. * Reset active spec to default if active spec removed. * Remove talent reset at spec switch that useless at this moment. Also note that for future case this also can be not correct and batter unlearn/learn only talents that different in specs. After this changes specs must fully work in action bar part without unexpected another effects.
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6 changed files with 74 additions and 20 deletions
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@ -7010,7 +7010,7 @@ void Spell::EffectPlayMusic(uint32 i)
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void Spell::EffectSpecCount(uint32 /*eff_idx*/)
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{
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if(!unitTarget || unitTarget->GetTypeId() != TYPEID_PLAYER)
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if (!unitTarget || unitTarget->GetTypeId() != TYPEID_PLAYER)
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return;
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((Player*)unitTarget)->UpdateSpecCount(damage);
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@ -7018,9 +7018,10 @@ void Spell::EffectSpecCount(uint32 /*eff_idx*/)
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void Spell::EffectActivateSpec(uint32 /*eff_idx*/)
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{
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if(!unitTarget || unitTarget->GetTypeId() != TYPEID_PLAYER)
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if (!unitTarget || unitTarget->GetTypeId() != TYPEID_PLAYER)
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return;
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// damage = spec + 1
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((Player*)unitTarget)->ActivateSpec(damage-1);
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uint32 spec = damage-1;
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((Player*)unitTarget)->ActivateSpec(spec);
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}
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