[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>
This commit is contained in:
NoFantasy 2010-02-22 16:47:55 +01:00
parent 7eeaed6d10
commit 548a656a76
2 changed files with 1 additions and 27 deletions

View file

@ -1089,32 +1089,6 @@ void Spell::EffectDummy(SpellEffectIndex eff_idx)
m_caster->CastSpell(m_caster, spell_id, true, NULL);
return;
}
case 34665: //Administer Antidote
{
if (!unitTarget || m_caster->GetTypeId() != TYPEID_PLAYER )
return;
// Spell has scriptable target but for sure.
if (unitTarget->GetTypeId() != TYPEID_UNIT)
return;
uint32 health = unitTarget->GetHealth();
float x, y, z, o;
unitTarget->GetPosition(x, y, z);
o = unitTarget->GetOrientation();
((Creature*)unitTarget)->ForcedDespawn();
if (Creature* summon = m_caster->SummonCreature(16992, x, y, z, o,TEMPSUMMON_TIMED_OR_DEAD_DESPAWN,180000))
{
summon->SetHealth(health);
((Player*)m_caster)->RewardPlayerAndGroupAtEvent(16992, summon);
if (summon->AI())
summon->AI()->AttackStart(m_caster);
}
return;
}
case 35745: // Socrethar's Stone
{
uint32 spell_id;