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[7776] Completed implementation of CMSG_SPELLCLICK
For vehicles, you have to add the correct SPELL_AURA_CONTROL_VEHICLE spells to npc_spellclick_spells, otherwise you won't be able to use them
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19 changed files with 225 additions and 39 deletions
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@ -43,6 +43,7 @@
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#include "Util.h"
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#include "GridNotifiers.h"
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#include "GridNotifiersImpl.h"
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#include "Vehicle.h"
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#include "CellImpl.h"
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#define NULL_AURA_SLOT 0xFF
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@ -6684,19 +6685,35 @@ void Aura::HandleArenaPreparation(bool apply, bool Real)
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m_target->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREPARATION);
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}
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void Aura::HandleAuraControlVehicle(bool /*apply*/, bool Real)
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/**
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* Such auras are applied from a caster(=player) to a vehicle.
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* This has been verified using spell #49256
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*/
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void Aura::HandleAuraControlVehicle(bool apply, bool Real)
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{
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if(!Real)
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return;
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if(m_target->GetTypeId() != TYPEID_PLAYER)
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Unit *player = GetCaster();
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Vehicle *vehicle = dynamic_cast<Vehicle*>(m_target);
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if(!player || player->GetTypeId()!=TYPEID_PLAYER || !vehicle)
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return;
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if(Pet *pet = m_target->GetPet())
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pet->Remove(PET_SAVE_AS_CURRENT);
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if (apply)
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{
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if(Pet *pet = player->GetPet())
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pet->Remove(PET_SAVE_AS_CURRENT);
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((Player*)player)->EnterVehicle(vehicle);
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}
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else
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{
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SpellEntry const *spell = GetSpellProto();
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WorldPacket data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA, 0);
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((Player*)m_target)->GetSession()->SendPacket(&data);
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// some SPELL_AURA_CONTROL_VEHICLE auras have a dummy effect on the player - remove them
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player->RemoveAurasDueToSpell(spell->Id);
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((Player*)player)->ExitVehicle(vehicle);
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}
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}
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void Aura::HandleAuraConvertRune(bool apply, bool Real)
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