[7562] Drop code for now not existed spell support. (Touch of Weakness triggered spell) Author: cccyril
--HG-- branch : trunk
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@@ -1474,31 +1474,6 @@ void Spell::EffectDummy(uint32 i)
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m_caster->CastSpell(unitTarget, hurt, true, 0);
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m_caster->CastSpell(unitTarget, hurt, true, 0);
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return;
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return;
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}
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}
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switch(m_spellInfo->Id )
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{
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case 28598: // Touch of Weakness triggered spell
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{
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if(!unitTarget || !m_triggeredByAuraSpell)
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return;
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uint32 spellid = 0;
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switch(m_triggeredByAuraSpell->Id)
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{
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case 2652: spellid = 2943; break; // Rank 1
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case 19261: spellid = 19249; break; // Rank 2
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case 19262: spellid = 19251; break; // Rank 3
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case 19264: spellid = 19252; break; // Rank 4
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case 19265: spellid = 19253; break; // Rank 5
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case 19266: spellid = 19254; break; // Rank 6
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case 25461: spellid = 25460; break; // Rank 7
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default:
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sLog.outError("Spell::EffectDummy: Spell 28598 triggered by unhandled spell %u",m_triggeredByAuraSpell->Id);
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return;
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}
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m_caster->CastSpell(unitTarget, spellid, true, NULL);
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return;
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}
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}
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break;
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break;
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case SPELLFAMILY_DRUID:
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case SPELLFAMILY_DRUID:
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// Starfall
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// Starfall
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@@ -4106,7 +4081,6 @@ void Spell::SpellDamageWeaponDmg(uint32 i)
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}
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}
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// some spell specific modifiers
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// some spell specific modifiers
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//float weaponDamagePercentMod = 1.0f; // applied to weapon damage (and to fixed effect damage bonus if customBonusDamagePercentMod not set
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float totalDamagePercentMod = 1.0f; // applied to final bonus+weapon damage
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float totalDamagePercentMod = 1.0f; // applied to final bonus+weapon damage
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int32 fixed_bonus = 0;
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int32 fixed_bonus = 0;
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int32 spell_bonus = 0; // bonus specific for spell
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int32 spell_bonus = 0; // bonus specific for spell
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@@ -4267,6 +4241,7 @@ void Spell::SpellDamageWeaponDmg(uint32 i)
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break;
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break;
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case SPELL_EFFECT_WEAPON_PERCENT_DAMAGE:
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case SPELL_EFFECT_WEAPON_PERCENT_DAMAGE:
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weaponDamagePercentMod *= float(CalculateDamage(j,unitTarget)) / 100.0f;
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weaponDamagePercentMod *= float(CalculateDamage(j,unitTarget)) / 100.0f;
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break;
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default:
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default:
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break; // not weapon damage effect, just skip
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break; // not weapon damage effect, just skip
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}
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}
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