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[7025] Restore work/add new spell post effects
Signed-off-by: DiSlord <dislord@nomail.com>
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4 changed files with 73 additions and 24 deletions
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@ -2195,25 +2195,6 @@ void Spell::EffectApplyAura(uint32 i)
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if(!Aur)
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return;
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// TODO Make a way so it works for every related spell!
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if(unitTarget->GetTypeId()==TYPEID_PLAYER) // Negative buff should only be applied on players
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{
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uint32 spellId = 0;
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if (m_spellInfo->Mechanic == MECHANIC_BANDAGE) // Bandages
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spellId = 11196; // Recently Bandaged
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else if( (m_spellInfo->AttributesEx & 0x20) && (m_spellInfo->AttributesEx2 & 0x20000) )
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spellId = 23230; // Blood Fury - Healing Reduction
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SpellEntry const *AdditionalSpellInfo = sSpellStore.LookupEntry(spellId);
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if (AdditionalSpellInfo)
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{
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// applied at target by target
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Aura* AdditionalAura = CreateAura(AdditionalSpellInfo, 0, &m_currentBasePoints[0], unitTarget,unitTarget, 0);
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unitTarget->AddAura(AdditionalAura);
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sLog.outDebug("Spell: Additional Aura is: %u", AdditionalSpellInfo->EffectApplyAuraName[0]);
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}
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}
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// Prayer of Mending (jump animation), we need formal caster instead original for correct animation
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if( m_spellInfo->SpellFamilyName == SPELLFAMILY_PRIEST && (m_spellInfo->SpellFamilyFlags & 0x00002000000000LL))
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m_caster->CastSpell(unitTarget, 41637, true, NULL, Aur, m_originalCasterGUID);
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