Modified spell_scripts table, it is now possible to add different scripts for each spell effect
Allow SPELL_EFFECT_DUMMY spells to use spell_scripts --HG-- branch : trunk
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@@ -2218,6 +2218,10 @@ void Spell::EffectDummy(uint32 i)
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return;
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}
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// normal DB scripted effect
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sLog.outDebug("Spell ScriptStart spellid %u in EffectDummy(%u)", m_spellInfo->Id, i);
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m_caster->GetMap()->ScriptsStart(sSpellScripts, MAKE_PAIR32(m_spellInfo->Id,i), m_caster, unitTarget);
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// Script based implementation. Must be used only for not good for implementation in core spell effects
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// So called only for not proccessed cases
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if (gameObjTarget)
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@@ -6478,8 +6482,8 @@ void Spell::EffectScriptEffect(uint32 effIndex)
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}
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// normal DB scripted effect
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sLog.outDebug("Spell ScriptStart spellid %u in EffectScriptEffect ", m_spellInfo->Id);
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m_caster->GetMap()->ScriptsStart(sSpellScripts, m_spellInfo->Id, m_caster, unitTarget);
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sLog.outDebug("Spell ScriptStart spellid %u in EffectScriptEffect(%u)", m_spellInfo->Id, effIndex);
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m_caster->GetMap()->ScriptsStart(sSpellScripts, MAKE_PAIR32(m_spellInfo->Id,effIndex), m_caster, unitTarget);
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}
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void Spell::EffectSanctuary(uint32 /*i*/)
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