* Fix mind flay target requirements.
--HG-- branch : trunk
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@@ -513,7 +513,7 @@ bool IsPositiveTarget(uint32 targetA, uint32 targetB)
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return true;
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}
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bool IsPositiveEffect(uint32 spellId, uint32 effIndex)
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bool IsPositiveEffect(uint32 spellId, uint32 effIndex, bool deep)
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{
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SpellEntry const *spellproto = sSpellStore.LookupEntry(spellId);
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if (!spellproto) return false;
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@@ -702,11 +702,14 @@ bool IsPositiveEffect(uint32 spellId, uint32 effIndex)
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if(spellproto->AttributesEx & SPELL_ATTR_EX_NEGATIVE)
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return false;
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if (!deep && spellproto->EffectTriggerSpell[effIndex] && !IsPositiveSpell(spellproto->EffectTriggerSpell[effIndex], true))
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return false;
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// ok, positive
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return true;
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}
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bool IsPositiveSpell(uint32 spellId)
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bool IsPositiveSpell(uint32 spellId, bool deep)
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{
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SpellEntry const *spellproto = sSpellStore.LookupEntry(spellId);
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if (!spellproto) return false;
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@@ -714,7 +717,7 @@ bool IsPositiveSpell(uint32 spellId)
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// spells with at least one negative effect are considered negative
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// some self-applied spells have negative effects but in self casting case negative check ignored.
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for (int i = 0; i < 3; i++)
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if (!IsPositiveEffect(spellId, i))
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if (!IsPositiveEffect(spellId, i, deep))
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return false;
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return true;
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}
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+2
-2
@@ -408,8 +408,8 @@ inline bool IsNonCombatSpell(SpellEntry const *spellInfo)
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return (spellInfo->Attributes & SPELL_ATTR_CANT_USED_IN_COMBAT) != 0;
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}
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bool IsPositiveSpell(uint32 spellId);
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bool IsPositiveEffect(uint32 spellId, uint32 effIndex);
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bool IsPositiveSpell(uint32 spellId, bool deep = false);
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bool IsPositiveEffect(uint32 spellId, uint32 effIndex, bool deep = false);
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bool IsPositiveTarget(uint32 targetA, uint32 targetB);
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bool IsSingleTargetSpell(SpellEntry const *spellInfo);
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