[11554] Add some "tail" data for SMSG_CAST_FAILED and SMSG_PET_CAST_FAILED

Not all SPELL_FAILED_* are used currently (but ok for future implementation)

Signed-off-by: NoFantasy <nofantasy@nf.no>
This commit is contained in:
NoFantasy 2011-05-28 13:05:16 +02:00
parent 3beb20b67d
commit 6b3359575b
3 changed files with 24 additions and 3 deletions

View file

@ -3560,6 +3560,9 @@ void Spell::SendCastResult(Player* caster, SpellEntry const* spellInfo, uint8 ca
data << uint8(result); // problem
switch (result)
{
case SPELL_FAILED_NOT_READY:
data << uint32(0); // unknown, value 1 seen for 14177
break;
case SPELL_FAILED_REQUIRES_SPELL_FOCUS:
data << uint32(spellInfo->RequiresSpellFocus);
break;
@ -3598,6 +3601,15 @@ void Spell::SendCastResult(Player* caster, SpellEntry const* spellInfo, uint8 ca
data << uint32(spellInfo->EquippedItemSubClassMask);
//data << uint32(spellInfo->EquippedItemInventoryTypeMask);
break;
case SPELL_FAILED_EQUIPPED_ITEM_CLASS_MAINHAND:
case SPELL_FAILED_EQUIPPED_ITEM_CLASS_OFFHAND:
// same data as SPELL_FAILED_EQUIPPED_ITEM_CLASS ?
data << uint32(0);
data << uint32(0);
break;
case SPELL_FAILED_PREVENTED_BY_MECHANIC:
data << uint32(0); // unknown, mechanic mask?
break;
default:
break;
}