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[9431] Remove dummy effect (old code and wrong) of spell 34665
Let script handle dummy effect like expected for this type. Signed-off-by: NoFantasy <nofantasy@nf.no>
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7eeaed6d10
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2 changed files with 1 additions and 27 deletions
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@ -1089,32 +1089,6 @@ void Spell::EffectDummy(SpellEffectIndex eff_idx)
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m_caster->CastSpell(m_caster, spell_id, true, NULL);
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return;
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}
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case 34665: //Administer Antidote
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{
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if (!unitTarget || m_caster->GetTypeId() != TYPEID_PLAYER )
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return;
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// Spell has scriptable target but for sure.
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if (unitTarget->GetTypeId() != TYPEID_UNIT)
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return;
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uint32 health = unitTarget->GetHealth();
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float x, y, z, o;
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unitTarget->GetPosition(x, y, z);
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o = unitTarget->GetOrientation();
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((Creature*)unitTarget)->ForcedDespawn();
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if (Creature* summon = m_caster->SummonCreature(16992, x, y, z, o,TEMPSUMMON_TIMED_OR_DEAD_DESPAWN,180000))
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{
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summon->SetHealth(health);
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((Player*)m_caster)->RewardPlayerAndGroupAtEvent(16992, summon);
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if (summon->AI())
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summon->AI()->AttackStart(m_caster);
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}
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return;
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}
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case 35745: // Socrethar's Stone
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{
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uint32 spell_id;
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