[7562] Drop code for now not existed spell support. (Touch of Weakness triggered spell) Author: cccyril

--HG--
branch : trunk
This commit is contained in:
megamage
2009-03-28 16:34:34 -06:00
parent 6dff0bfd5e
commit 4797684f3b
+1 -26
View File
@@ -1474,31 +1474,6 @@ void Spell::EffectDummy(uint32 i)
m_caster->CastSpell(unitTarget, hurt, true, 0); m_caster->CastSpell(unitTarget, hurt, true, 0);
return; return;
} }
switch(m_spellInfo->Id )
{
case 28598: // Touch of Weakness triggered spell
{
if(!unitTarget || !m_triggeredByAuraSpell)
return;
uint32 spellid = 0;
switch(m_triggeredByAuraSpell->Id)
{
case 2652: spellid = 2943; break; // Rank 1
case 19261: spellid = 19249; break; // Rank 2
case 19262: spellid = 19251; break; // Rank 3
case 19264: spellid = 19252; break; // Rank 4
case 19265: spellid = 19253; break; // Rank 5
case 19266: spellid = 19254; break; // Rank 6
case 25461: spellid = 25460; break; // Rank 7
default:
sLog.outError("Spell::EffectDummy: Spell 28598 triggered by unhandled spell %u",m_triggeredByAuraSpell->Id);
return;
}
m_caster->CastSpell(unitTarget, spellid, true, NULL);
return;
}
}
break; break;
case SPELLFAMILY_DRUID: case SPELLFAMILY_DRUID:
// Starfall // Starfall
@@ -4106,7 +4081,6 @@ void Spell::SpellDamageWeaponDmg(uint32 i)
} }
// some spell specific modifiers // some spell specific modifiers
//float weaponDamagePercentMod = 1.0f; // applied to weapon damage (and to fixed effect damage bonus if customBonusDamagePercentMod not set
float totalDamagePercentMod = 1.0f; // applied to final bonus+weapon damage float totalDamagePercentMod = 1.0f; // applied to final bonus+weapon damage
int32 fixed_bonus = 0; int32 fixed_bonus = 0;
int32 spell_bonus = 0; // bonus specific for spell int32 spell_bonus = 0; // bonus specific for spell
@@ -4267,6 +4241,7 @@ void Spell::SpellDamageWeaponDmg(uint32 i)
break; break;
case SPELL_EFFECT_WEAPON_PERCENT_DAMAGE: case SPELL_EFFECT_WEAPON_PERCENT_DAMAGE:
weaponDamagePercentMod *= float(CalculateDamage(j,unitTarget)) / 100.0f; weaponDamagePercentMod *= float(CalculateDamage(j,unitTarget)) / 100.0f;
break;
default: default:
break; // not weapon damage effect, just skip break; // not weapon damage effect, just skip
} }