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[9411] More SpellEffectIndex using in apropriate cases
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6469c21c41
commit
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26 changed files with 199 additions and 196 deletions
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@ -1899,7 +1899,7 @@ void Spell::EffectDummy(SpellEffectIndex eff_idx)
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{
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Unit::AttackerSet::iterator aItr = attackers.begin();
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std::advance(aItr, rand() % attackers.size());
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AddUnitTarget((*aItr), 1);
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AddUnitTarget((*aItr), EFFECT_INDEX_1);
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attackers.erase(aItr);
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}
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@ -4792,14 +4792,14 @@ void Spell::EffectWeaponDmg(SpellEffectIndex eff_idx)
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{
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case SPELL_EFFECT_WEAPON_DAMAGE:
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case SPELL_EFFECT_WEAPON_DAMAGE_NOSCHOOL:
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fixed_bonus += CalculateDamage(j, unitTarget);
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fixed_bonus += CalculateDamage(SpellEffectIndex(j), unitTarget);
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break;
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case SPELL_EFFECT_NORMALIZED_WEAPON_DMG:
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fixed_bonus += CalculateDamage(j, unitTarget);
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fixed_bonus += CalculateDamage(SpellEffectIndex(j), unitTarget);
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normalized = true;
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break;
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case SPELL_EFFECT_WEAPON_PERCENT_DAMAGE:
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weaponDamagePercentMod *= float(CalculateDamage(j, unitTarget)) / 100.0f;
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weaponDamagePercentMod *= float(CalculateDamage(SpellEffectIndex(j), unitTarget)) / 100.0f;
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// applied only to prev.effects fixed damage
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fixed_bonus = int32(fixed_bonus*weaponDamagePercentMod);
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