*Allow creatures to have up to 8 spells in creature_template.
--HG-- branch : trunk
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@@ -464,7 +464,7 @@ SpellEntry const* ScriptedAI::SelectSpell(Unit* Target, int32 School, int32 Mech
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SpellRangeEntry const* TempRange;
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//Check if each spell is viable(set it to null if not)
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for (uint32 i = 0; i < 4; i++)
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for (uint32 i = 0; i < CREATURE_MAX_SPELLS; i++)
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{
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TempSpell = GetSpellStore()->LookupEntry(m_creature->m_spells[i]);
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@@ -153,7 +153,7 @@ m_meleeDamageSchoolMask(SPELL_SCHOOL_MASK_NORMAL),m_creatureInfo(NULL), m_DBTabl
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m_regenTimer = 200;
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m_valuesCount = UNIT_END;
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for(int i =0; i<4; ++i)
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for(int i =0; i<CREATURE_MAX_SPELLS; ++i)
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m_spells[i] = 0;
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m_CreatureSpellCooldowns.clear();
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+1
-1
@@ -219,7 +219,7 @@ enum UnitRename
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UNIT_RENAME_ALLOWED = 0x03
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};
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#define CREATURE_MAX_SPELLS 4
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#define CREATURE_MAX_SPELLS 8
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enum Swing
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{
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@@ -27,8 +27,8 @@ extern DatabasePostgre WorldDatabase;
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extern DatabaseMysql WorldDatabase;
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#endif
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const char CreatureInfosrcfmt[]="iiiiiisssiiiiiiiiiiffiffiiiiiiiiiiiffiiiiiiiiiiiiiiiiiiisiilliiis";
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const char CreatureInfodstfmt[]="iiiiiisssiiiiiiiiiiffiffiiiiiiiiiiiffiiiiiiiiiiiiiiiiiiisiilliiii";
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const char CreatureInfosrcfmt[]="iiiiiisssiiiiiiiiiiffiffiiiiiiiiiiiffiiiiiiiiiiiiiiiiiiiiiiisiilliiis";
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const char CreatureInfodstfmt[]="iiiiiisssiiiiiiiiiiffiffiiiiiiiiiiiffiiiiiiiiiiiiiiiiiiiiiiisiilliiii";
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const char CreatureDataAddonInfofmt[]="iiiiiiiis";
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const char CreatureModelfmt[]="iffbi";
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const char CreatureInfoAddonInfofmt[]="iiiiiiiis";
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