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

This commit is contained in:
Shauren
2011-09-24 19:40:57 +02:00
parent cd7060c65a
commit da0229da8f
5 changed files with 87 additions and 8 deletions
+2 -2
View File
@@ -807,7 +807,7 @@ void Spell::SelectEffectTypeImplicitTargets(uint8 effIndex)
switch (m_spellInfo->Effects[effIndex].GetImplicitTargetType())
{
// add explicit object target or self to the target map
// add explicit object target or self to the target map
case EFFECT_IMPLICIT_TARGET_EXPLICIT:
// player which not released his spirit is Unit, but target flag for it is TARGET_FLAG_CORPSE_MASK
if (targetMask & (TARGET_FLAG_UNIT_MASK | TARGET_FLAG_CORPSE_MASK))
@@ -839,7 +839,7 @@ void Spell::SelectEffectTypeImplicitTargets(uint8 effIndex)
AddGOTarget(gObjTarget, 1 << effIndex);
}
break;
// add self to the target map
// add self to the target map
case EFFECT_IMPLICIT_TARGET_CASTER:
if (targetMask & TARGET_FLAG_UNIT_MASK)
AddUnitTarget(m_caster, 1 << effIndex, false);