Scripts/Examples: Corrected code style in spell script examples
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@@ -55,45 +55,49 @@ class _SpellScript
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// internal use classes & functions
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// DO NOT OVERRIDE THESE IN SCRIPTS
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protected:
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virtual bool _Validate(SpellEntry const * entry);
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virtual bool _Validate(SpellEntry const* entry);
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public:
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virtual ~_SpellScript() {}
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virtual void _Register();
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virtual void _Unload();
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virtual void _Init(const std::string * scriptname, uint32 spellId);
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virtual void _Init(std::string const* scriptname, uint32 spellId);
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protected:
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class EffectHook
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{
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public:
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EffectHook(uint8 _effIndex);
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uint8 GetAffectedEffectsMask(SpellEntry const * spellEntry);
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bool IsEffectAffected(SpellEntry const * spellEntry, uint8 effIndex);
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virtual bool CheckEffect(SpellEntry const * spellEntry, uint8 effIndex) = 0;
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uint8 GetAffectedEffectsMask(SpellEntry const* spellEntry);
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bool IsEffectAffected(SpellEntry const* spellEntry, uint8 effIndex);
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virtual bool CheckEffect(SpellEntry const* spellEntry, uint8 effIndex) = 0;
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std::string EffIndexToString();
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protected:
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uint8 effIndex;
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};
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class EffectNameCheck
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{
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public:
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EffectNameCheck(uint16 _effName) {effName = _effName;};
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bool Check(SpellEntry const * spellEntry, uint8 effIndex);
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bool Check(SpellEntry const* spellEntry, uint8 effIndex);
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std::string ToString();
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private:
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uint16 effName;
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};
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class EffectAuraNameCheck
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{
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public:
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EffectAuraNameCheck(uint16 _effAurName) { effAurName = _effAurName; }
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bool Check(SpellEntry const * spellEntry, uint8 effIndex);
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bool Check(SpellEntry const* spellEntry, uint8 effIndex);
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std::string ToString();
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private:
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uint16 effAurName;
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};
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uint8 m_currentScriptState;
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const std::string * m_scriptName;
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std::string const* m_scriptName;
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uint32 m_scriptSpellId;
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public:
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//
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@@ -104,13 +108,13 @@ class _SpellScript
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virtual void Register() = 0;
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// Function called on server startup, if returns false script won't be used in core
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// use for: dbc/template data presence/correctness checks
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virtual bool Validate(SpellEntry const * /*spellEntry*/) {return true;};
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virtual bool Validate(SpellEntry const* /*spellEntry*/) { return true; }
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// Function called when script is created, if returns false script will be unloaded afterwards
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// use for: initializing local script variables (DO NOT USE CONSTRUCTOR FOR THIS PURPOSE!)
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virtual bool Load() {return true;};
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virtual bool Load() { return true; }
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// Function called when script is destroyed
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// use for: deallocating memory allocated by script
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virtual void Unload() {};
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virtual void Unload() {}
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};
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// SpellScript interface - enum used for runtime checks of script function calls
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@@ -123,6 +127,7 @@ enum SpellScriptHookType
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SPELL_SCRIPT_HOOK_UNIT_TARGET_SELECT,
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SPELL_SCRIPT_HOOK_CHECK_CAST,
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};
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#define HOOK_SPELL_HIT_START SPELL_SCRIPT_HOOK_EFFECT
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#define HOOK_SPELL_HIT_END SPELL_SCRIPT_HOOK_AFTER_HIT + 1
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#define HOOK_SPELL_START SPELL_SCRIPT_HOOK_EFFECT
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@@ -156,8 +161,8 @@ class SpellScript : public _SpellScript
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public:
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EffectHandler(SpellEffectFnType _pEffectHandlerScript,uint8 _effIndex, uint16 _effName);
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std::string ToString();
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bool CheckEffect(SpellEntry const * spellEntry, uint8 effIndex);
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void Call(SpellScript * spellScript, SpellEffIndex effIndex);
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bool CheckEffect(SpellEntry const* spellEntry, uint8 effIndex);
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void Call(SpellScript* spellScript, SpellEffIndex effIndex);
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private:
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SpellEffectFnType pEffectHandlerScript;
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};
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@@ -166,7 +171,7 @@ class SpellScript : public _SpellScript
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{
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public:
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HitHandler(SpellHitFnType _pHitHandlerScript);
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void Call(SpellScript * spellScript);
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void Call(SpellScript* spellScript);
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private:
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SpellHitFnType pHitHandlerScript;
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};
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@@ -176,8 +181,8 @@ class SpellScript : public _SpellScript
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public:
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UnitTargetHandler(SpellUnitTargetFnType _pUnitTargetHandlerScript, uint8 _effIndex, uint16 _targetType);
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std::string ToString();
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bool CheckEffect(SpellEntry const * spellEntry, uint8 targetType);
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void Call(SpellScript * spellScript, std::list<Unit*>& unitTargets);
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bool CheckEffect(SpellEntry const* spellEntry, uint8 targetType);
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void Call(SpellScript* spellScript, std::list<Unit*>& unitTargets);
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private:
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SpellUnitTargetFnType pUnitTargetHandlerScript;
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uint16 targetType;
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@@ -191,8 +196,8 @@ class SpellScript : public _SpellScript
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#define PrepareSpellScript(CLASSNAME) SPELLSCRIPT_FUNCTION_TYPE_DEFINES(CLASSNAME) SPELLSCRIPT_FUNCTION_CAST_DEFINES(CLASSNAME)
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public:
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bool _Validate(SpellEntry const * entry);
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bool _Load(Spell * spell);
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bool _Validate(SpellEntry const* entry);
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bool _Load(Spell* spell);
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void _InitHit();
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bool _IsEffectPrevented(SpellEffIndex effIndex) { return m_hitPreventEffectMask & (1<<effIndex); }
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bool _IsDefaultEffectPrevented(SpellEffIndex effIndex) { return m_hitPreventDefaultEffectMask & (1<<effIndex); }
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@@ -202,7 +207,7 @@ class SpellScript : public _SpellScript
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bool IsInHitPhase() const { return (m_currentScriptState >= HOOK_SPELL_HIT_START && m_currentScriptState < HOOK_SPELL_HIT_END); }
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bool IsInEffectHook() const { return (m_currentScriptState == SPELL_SCRIPT_HOOK_EFFECT); }
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private:
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Spell * m_spell;
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Spell* m_spell;
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uint8 m_hitPreventEffectMask;
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uint8 m_hitPreventDefaultEffectMask;
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public:
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@@ -246,48 +251,48 @@ class SpellScript : public _SpellScript
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// methods allowing interaction with Spell object
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//
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// methods useable during all spell handling phases
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Unit * GetCaster();
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Unit * GetOriginalCaster();
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SpellEntry const * GetSpellInfo();
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Unit* GetCaster();
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Unit* GetOriginalCaster();
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SpellEntry const* GetSpellInfo();
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// methods useable after spell targets are set
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// accessors to the "focus" targets of the spell
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// note: do not confuse these with spell hit targets
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// returns: WorldLocation which was selected as a spell destination or NULL
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WorldLocation * GetTargetDest();
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WorldLocation* GetTargetDest();
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// returns: Unit which was selected as a spell target or NULL
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Unit * GetTargetUnit();
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Unit* GetTargetUnit();
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// returns: GameObject which was selected as a spell target or NULL
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GameObject * GetTargetGObj();
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GameObject* GetTargetGObj();
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// returns: Item which was selected as a spell target or NULL
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Item * GetTargetItem();
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Item* GetTargetItem();
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// methods useable only during spell hit on target phase:
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// returns: target of current effect if it was Unit otherwise NULL
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Unit * GetHitUnit();
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Unit* GetHitUnit();
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// returns: target of current effect if it was Creature otherwise NULL
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Creature * GetHitCreature();
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Creature* GetHitCreature();
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// returns: target of current effect if it was Player otherwise NULL
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Player * GetHitPlayer();
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Player* GetHitPlayer();
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// returns: target of current effect if it was Item otherwise NULL
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Item * GetHitItem();
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// returns: target of current effect if it was GameObject otherwise NULL
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GameObject * GetHitGObj();
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GameObject* GetHitGObj();
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// setter/getter for for damage done by spell to target of spell hit
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int32 GetHitDamage();
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void SetHitDamage(int32 damage);
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void PreventHitDamage() { SetHitDamage(0); };
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void PreventHitDamage() { SetHitDamage(0); }
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// setter/getter for for heal done by spell to target of spell hit
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int32 GetHitHeal();
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void SetHitHeal(int32 heal);
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void PreventHitHeal() { SetHitHeal(0); };
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void PreventHitHeal() { SetHitHeal(0); }
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// returns current spell hit target aura
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Aura * GetHitAura();
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Aura* GetHitAura();
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// prevents applying aura on current spell hit target
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void PreventHitAura();
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@@ -306,7 +311,7 @@ class SpellScript : public _SpellScript
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int32 GetEffectValue();
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// returns: cast item if present.
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Item * GetCastItem();
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Item* GetCastItem();
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// Creates item. Calls Spell::DoCreateItem method.
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void CreateItem(uint32 effIndex, uint32 itemId);
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