*More work on summon system.
--HG-- branch : trunk
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+4
-4
@@ -276,10 +276,7 @@ class Spell
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void EffectDualWield(uint32 i);
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void EffectPickPocket(uint32 i);
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void EffectAddFarsight(uint32 i);
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void EffectSummonPossessed(uint32 i);
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void EffectSummonVehicle(uint32 i);
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void EffectSummonWild(uint32 i);
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void EffectSummonGuardian(uint32 i);
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void EffectHealMechanical(uint32 i);
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void EffectJump(uint32 i);
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void EffectTeleUnitsFaceCaster(uint32 i);
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@@ -307,7 +304,6 @@ class Spell
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void EffectSummonPlayer(uint32 i);
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void EffectActivateObject(uint32 i);
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void EffectApplyGlyph(uint32 i);
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void EffectSummonTotem(uint32 i);
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void EffectEnchantHeldItem(uint32 i);
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void EffectSummonObject(uint32 i);
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void EffectResurrect(uint32 i);
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@@ -600,6 +596,10 @@ class Spell
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void SpellDamageHeal(uint32 i);
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void GetSummonPosition(float &x, float &y, float &z, float radius = 0.0f, uint32 count = 0);
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void SummonTotem (uint32 entry, SummonPropertiesEntry const *properties);
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void SummonGuardian (uint32 entry, SummonPropertiesEntry const *properties);
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void SummonPossessed(uint32 entry, SummonPropertiesEntry const *properties);
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void SummonVehicle (uint32 entry, SummonPropertiesEntry const *properties);
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SpellCastResult CanOpenLock(uint32 effIndex, uint32 lockid, SkillType& skillid, int32& reqSkillValue, int32& skillValue);
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// -------------------------------------------
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