Core/Spells: spell effect handling improvements
* Call spell effect handlers in 4 modes: - SPELL_EFFECT_HANDLE_LAUNCH - called when spell is launched (cast just finished) - SPELL_EFFECT_HANDLE_LAUNCH_TARGET - called when spell is launched for each target in spell target map - SPELL_EFFECT_HANDLE_HIT - called when spell hits its destination - SPELL_EFFECT_HANDLE_HIT_TARGET - called when spell hits it's target from spell target map *Correctly implement SPELL_EFFECT_TRIGGER_SPELL, SPELL_EFFECT_TRIGGER_SPELL_WITH_VALUE, SPELL_EFFECT_TRIGGER_MISSILE_SPELL_WITH_VALUE, SPELL_EFFECT_TRIGGER_MISSILE_SPELL *Remove spell system hacks which became obsolete with this commit Core/SpellScripts: add OnEffectLaunch, OnEffectLaunchTarget, OnEffectHit, OnEffectHitTarget hooks for new effect handle modes and remove OnEffect hook. A generic rule of thumb how to update your scripts (will work for nearly all cases) for spell system noobs: if your spell script used GetHitXXXX function, you need to use OnEffectHitTarget, otherwise use OnEffectHit
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@@ -306,7 +306,7 @@ class spell_mark_of_nature : public SpellScriptLoader
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void Register()
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{
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OnUnitTargetSelect += SpellUnitTargetFn(spell_mark_of_nature_SpellScript::FilterTargets, EFFECT_0, TARGET_UNIT_SRC_AREA_ENEMY);
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OnEffect += SpellEffectFn(spell_mark_of_nature_SpellScript::HandleEffect, EFFECT_0, SPELL_EFFECT_APPLY_AURA);
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OnEffectHitTarget += SpellEffectFn(spell_mark_of_nature_SpellScript::HandleEffect, EFFECT_0, SPELL_EFFECT_APPLY_AURA);
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}
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};
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