Core/Scripts: Implemented 2 new target selectors, one specialized for spells, checking auras, range and attributes; and the other is a very simple non-tank selection what is sufficient for most cases
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@@ -807,7 +807,7 @@ void Spell::SelectEffectTypeImplicitTargets(uint8 effIndex)
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switch (m_spellInfo->Effects[effIndex].GetImplicitTargetType())
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{
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// add explicit object target or self to the target map
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// add explicit object target or self to the target map
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case EFFECT_IMPLICIT_TARGET_EXPLICIT:
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// player which not released his spirit is Unit, but target flag for it is TARGET_FLAG_CORPSE_MASK
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if (targetMask & (TARGET_FLAG_UNIT_MASK | TARGET_FLAG_CORPSE_MASK))
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@@ -839,7 +839,7 @@ void Spell::SelectEffectTypeImplicitTargets(uint8 effIndex)
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AddGOTarget(gObjTarget, 1 << effIndex);
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}
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break;
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// add self to the target map
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// add self to the target map
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case EFFECT_IMPLICIT_TARGET_CASTER:
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if (targetMask & TARGET_FLAG_UNIT_MASK)
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AddUnitTarget(m_caster, 1 << effIndex, false);
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