*Add AuraScript class for scripting aura objects - scripts are registered same way as SpellScripts, bound to SpellScriptNames table. For more details see example_spell.cpp and SpellScript.h
*Rename SpellHandlerScript to SpellScriptLoader, EffectHandlerFn to SpellEffectFn, HitHandlerFn to SpellHitFn, SpellScript::EffectHandlers to SpellScript::OnEffect, these changes were neccesary to prevent namespace collisions, happily you can solve these by simple find and replace *Make spells 66244 and 5581 example scripts. --HG-- branch : trunk
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@@ -9,15 +9,6 @@ class Aura;
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#include "SpellAuras.h"
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#define AURA_EFFECT_HANDLE_DEFAULT 0
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#define AURA_EFFECT_HANDLE_REAL 0x01
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#define AURA_EFFECT_HANDLE_SEND_FOR_CLIENT 0x02
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#define AURA_EFFECT_HANDLE_CHANGE_AMOUNT 0x04
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#define AURA_EFFECT_HANDLE_STAT 0x08
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#define AURA_EFFECT_HANDLE_SEND_FOR_CLIENT_MASK (AURA_EFFECT_HANDLE_SEND_FOR_CLIENT | AURA_EFFECT_HANDLE_REAL)
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#define AURA_EFFECT_HANDLE_CHANGE_AMOUNT_MASK (AURA_EFFECT_HANDLE_CHANGE_AMOUNT | AURA_EFFECT_HANDLE_REAL)
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#define AURA_EFFECT_HANDLE_CHANGE_AMOUNT_SEND_FOR_CLIENT_MASK (AURA_EFFECT_HANDLE_CHANGE_AMOUNT_MASK | AURA_EFFECT_HANDLE_SEND_FOR_CLIENT_MASK)
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typedef void(AuraEffect::*pAuraEffectHandler)(AuraApplication const * aurApp, uint8 mode, bool apply) const;
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class AuraEffect
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@@ -91,11 +82,11 @@ class AuraEffect
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int32 const m_baseAmount;
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int32 m_amount;
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bool m_canBeRecalculated:1;
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bool m_canBeRecalculated;
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SpellModifier *m_spellmod;
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bool m_isPeriodic:1;
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bool m_isPeriodic;
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int32 m_periodicTimer;
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int32 m_amplitude;
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uint32 m_tickNumber;
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