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[7034] Add support 96 bit spell family mask to triggers
Some fix/add data in table (about 100 records) Signed-off-by: DiSlord <dislord@nomail.com>
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parent
675a90b267
commit
b6efea176d
7 changed files with 1607 additions and 723 deletions
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@ -822,15 +822,12 @@ void SpellMgr::LoadSpellProcEvents()
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uint32 count = 0;
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// 0 1 2 3 4 5 6 7 8
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QueryResult *result = WorldDatabase.Query("SELECT entry, SchoolMask, SpellFamilyName, SpellFamilyMask, procFlags, procEx, ppmRate, CustomChance, Cooldown FROM spell_proc_event");
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// 0 1 2 3 4 5 6 7 8 9 10
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QueryResult *result = WorldDatabase.Query("SELECT entry, SchoolMask, SpellFamilyName, SpellFamilyMask0, SpellFamilyMask1, SpellFamilyMask2, procFlags, procEx, ppmRate, CustomChance, Cooldown FROM spell_proc_event");
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if( !result )
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{
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barGoLink bar( 1 );
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bar.step();
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sLog.outString();
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sLog.outString( ">> Loaded %u spell proc event conditions", count );
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return;
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@ -857,12 +854,13 @@ void SpellMgr::LoadSpellProcEvents()
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spe.schoolMask = fields[1].GetUInt32();
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spe.spellFamilyName = fields[2].GetUInt32();
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spe.spellFamilyMask = fields[3].GetUInt64();
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spe.procFlags = fields[4].GetUInt32();
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spe.procEx = fields[5].GetUInt32();
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spe.ppmRate = fields[6].GetFloat();
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spe.customChance = fields[7].GetFloat();
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spe.cooldown = fields[8].GetUInt32();
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spe.spellFamilyMask = (uint64)fields[3].GetUInt32()|((uint64)fields[4].GetUInt32()<<32);
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spe.spellFamilyMask2= fields[5].GetUInt32();
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spe.procFlags = fields[6].GetUInt32();
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spe.procEx = fields[7].GetUInt32();
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spe.ppmRate = fields[8].GetFloat();
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spe.customChance = fields[9].GetFloat();
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spe.cooldown = fields[10].GetUInt32();
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mSpellProcEventMap[entry] = spe;
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@ -923,9 +921,10 @@ bool SpellMgr::IsSpellProcEventCanTriggeredBy(SpellProcEventEntry const * spellP
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return false;
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// spellFamilyName is Ok need check for spellFamilyMask if present
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if(spellProcEvent->spellFamilyMask)
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if(spellProcEvent->spellFamilyMask || spellProcEvent->spellFamilyMask2)
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{
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if ((spellProcEvent->spellFamilyMask & procSpell->SpellFamilyFlags) == 0)
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if ((spellProcEvent->spellFamilyMask & procSpell->SpellFamilyFlags ) == 0 &&
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(spellProcEvent->spellFamilyMask2 & procSpell->SpellFamilyFlags2) == 0)
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return false;
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active = true; // Spell added manualy -> so its active spell
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}
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