*Implement spell effect wmo damage.
--HG-- branch : trunk
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+12
-1
@@ -346,10 +346,17 @@ struct GameObjectInfo
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//33 GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING
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struct
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{
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uint32 dmgPctState1; //0
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uint32 damagedHealth; //0
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uint32 dmgPctState2; //1
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uint32 state1Name; //2
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uint32 state2Name; //3
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uint32 damagedDisplayId; //4
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uint32 destroyedHealth; //5
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uint32 unk6;
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uint32 unk7;
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uint32 unk8;
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uint32 unk9;
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uint32 destroyedDisplayId; //10
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} destructibleBuilding;
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//34 GAMEOBJECT_TYPE_TRAPDOOR
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struct
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@@ -614,6 +621,9 @@ class TRINITY_DLL_SPEC GameObject : public WorldObject
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void CastSpell(Unit *target, uint32 spell);
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void SendCustomAnim();
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bool IsInRange(float x, float y, float z, float radius) const;
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void TakenDamage(uint32 damage);
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void Rebuild();
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protected:
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uint32 m_charges; // Spell charges for GAMEOBJECT_TYPE_SPELLCASTER (22)
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uint32 m_spellId;
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@@ -622,6 +632,7 @@ class TRINITY_DLL_SPEC GameObject : public WorldObject
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LootState m_lootState;
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bool m_spawnedByDefault;
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time_t m_cooldownTime; // used as internal reaction delay time store (not state change reaction).
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uint32 m_health;
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// For traps this: spell casting cooldown, for doors/buttons: reset time.
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std::list<uint32> m_SkillupList;
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