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
This commit is contained in:
Shauren
2010-07-24 21:51:25 +02:00
parent 47db12b759
commit 32ceff1267
4 changed files with 20 additions and 21 deletions
+6 -2
View File
@@ -2218,6 +2218,10 @@ void Spell::EffectDummy(uint32 i)
return;
}
// normal DB scripted effect
sLog.outDebug("Spell ScriptStart spellid %u in EffectDummy(%u)", m_spellInfo->Id, i);
m_caster->GetMap()->ScriptsStart(sSpellScripts, MAKE_PAIR32(m_spellInfo->Id,i), m_caster, unitTarget);
// Script based implementation. Must be used only for not good for implementation in core spell effects
// So called only for not proccessed cases
if (gameObjTarget)
@@ -6478,8 +6482,8 @@ void Spell::EffectScriptEffect(uint32 effIndex)
}
// normal DB scripted effect
sLog.outDebug("Spell ScriptStart spellid %u in EffectScriptEffect ", m_spellInfo->Id);
m_caster->GetMap()->ScriptsStart(sSpellScripts, m_spellInfo->Id, m_caster, unitTarget);
sLog.outDebug("Spell ScriptStart spellid %u in EffectScriptEffect(%u)", m_spellInfo->Id, effIndex);
m_caster->GetMap()->ScriptsStart(sSpellScripts, MAKE_PAIR32(m_spellInfo->Id,effIndex), m_caster, unitTarget);
}
void Spell::EffectSanctuary(uint32 /*i*/)