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Aways apply additional buff for some spells (an do it as normal cast)
Signed-off-by: DiSlord <dislord@nomail.com>
This commit is contained in:
parent
de47d53d9e
commit
528d85ed4d
2 changed files with 47 additions and 62 deletions
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@ -347,6 +347,7 @@ Spell::Spell( Unit* Caster, SpellEntry const *info, bool triggered, uint64 origi
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focusObject = NULL;
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m_cast_count = 0;
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m_glyphIndex = 0;
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m_preCastSpell = 0;
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m_triggeredByAuraSpell = NULL;
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//Auto Shot & Shoot (wand)
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@ -1137,6 +1138,10 @@ void Spell::DoSpellHitOnUnit(Unit *unit, const uint32 effectMask)
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if((GetDiminishingReturnsGroupType(m_diminishGroup) == DRTYPE_PLAYER && unit->GetTypeId() == TYPEID_PLAYER) || GetDiminishingReturnsGroupType(m_diminishGroup) == DRTYPE_ALL)
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unit->IncrDiminishing(m_diminishGroup);
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// Apply additional spell effects to target
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if (m_preCastSpell)
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m_caster->CastSpell(unit,m_preCastSpell, true, m_CastItem);
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for(uint32 effectNumber=0;effectNumber<3;effectNumber++)
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{
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if (effectMask & (1<<effectNumber))
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@ -2202,6 +2207,47 @@ void Spell::cast(bool skipCheck)
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}
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}
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switch(m_spellInfo->SpellFamilyName)
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{
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case SPELLFAMILY_GENERIC:
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{
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if (m_spellInfo->Mechanic == MECHANIC_BANDAGE) // Bandages
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m_preCastSpell = 11196; // Recently Bandaged
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else if(m_spellInfo->SpellIconID == 1662 && m_spellInfo->AttributesEx & 0x20) // Blood Fury (Racial)
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m_preCastSpell = 23230; // Blood Fury - Healing Reduction
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break;
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}
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case SPELLFAMILY_MAGE:
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{
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if (m_spellInfo->SpellFamilyFlags&0x0000008000000000LL) // Ice Block
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m_preCastSpell = 41425; // Hypothermia
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break;
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}
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case SPELLFAMILY_PRIEST:
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{
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if (m_spellInfo->Mechanic == MECHANIC_SHIELD &&
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m_spellInfo->SpellIconID == 566) // Power Word: Shield
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m_preCastSpell = 6788; // Weakened Soul
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break;
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}
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case SPELLFAMILY_PALADIN:
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{
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if (m_spellInfo->SpellFamilyFlags&0x0000000000400080LL) // Divine Shield, Divine Protection or Hand of Protection
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m_preCastSpell = 25771; // Forbearance
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break;
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}
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case SPELLFAMILY_SHAMAN:
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{
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if (m_spellInfo->Id == 2825) // Bloodlust
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m_preCastSpell = 57724; // Sated
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else if (m_spellInfo->Id == 32182) // Heroism
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m_preCastSpell = 57723; // Exhaustion
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break;
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}
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default:
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break;
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}
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// Conflagrate - consumes immolate
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if ((m_spellInfo->TargetAuraState == AURA_STATE_IMMOLATE) && m_targets.getUnitTarget())
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{
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@ -2697,68 +2743,6 @@ void Spell::finish(bool ok)
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((Player*)m_caster)->ClearComboPoints();
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}
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// Post effects apply on spell targets in some spells
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if(!m_UniqueTargetInfo.empty())
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{
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uint32 spellId = 0;
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switch(m_spellInfo->SpellFamilyName)
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{
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case SPELLFAMILY_GENERIC:
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{
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if (m_spellInfo->Mechanic == MECHANIC_BANDAGE) // Bandages
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spellId = 11196; // Recently Bandaged
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else if(m_spellInfo->SpellIconID == 1662 && m_spellInfo->AttributesEx & 0x20) // Blood Fury (Racial)
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spellId = 23230; // Blood Fury - Healing Reduction
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break;
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}
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case SPELLFAMILY_MAGE:
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{
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if (m_spellInfo->SpellFamilyFlags&0x0000008000000000LL) // Ice Block
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spellId = 41425; // Hypothermia
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break;
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}
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case SPELLFAMILY_PRIEST:
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{
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if (m_spellInfo->Mechanic == MECHANIC_SHIELD &&
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m_spellInfo->SpellIconID == 566) // Power Word: Shield
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spellId = 6788; // Weakened Soul
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break;
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}
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case SPELLFAMILY_PALADIN:
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{
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if (m_spellInfo->SpellFamilyFlags&0x0000000000400080LL) // Divine Shield, Divine Protection or Hand of Protection
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spellId = 25771; // Forbearance
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break;
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}
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case SPELLFAMILY_SHAMAN:
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{
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if (m_spellInfo->Id == 2825) // Bloodlust
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spellId = 57724; // Sated
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else if (m_spellInfo->Id == 32182) // Heroism
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spellId = 57723; // Exhaustion
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break;
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}
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default:
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break;
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}
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if (spellId)
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{
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for(std::list<TargetInfo>::iterator ihit= m_UniqueTargetInfo.begin();ihit != m_UniqueTargetInfo.end();++ihit)
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{
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Unit* unit = m_caster->GetGUID()==ihit->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, ihit->targetGUID);
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if (unit)
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{
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// TODO: fix me use cast spell (now post spell can immune by this spell)
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// m_caster->CastSpell(unit, spellId, true, m_CastItem);
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SpellEntry const *AdditionalSpellInfo = sSpellStore.LookupEntry(spellId);
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if (!AdditionalSpellInfo)
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continue;
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Aura* AdditionalAura = CreateAura(AdditionalSpellInfo, 0, &m_currentBasePoints[0], unit, m_caster, m_CastItem);
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unit->AddAura(AdditionalAura);
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}
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}
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}
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}
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// call triggered spell only at successful cast (after clear combo points -> for add some if need)
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if(!m_TriggerSpells.empty())
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TriggerSpell();
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