*Fix demonic circle - original patch by Astellar
--HG-- branch : trunk
This commit is contained in:
@@ -4335,6 +4335,18 @@ void AuraEffect::HandleModMechanicImmunity(bool apply, bool Real, bool /*changeA
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m_target->ApplySpellImmune(GetId(),IMMUNITY_STATE,SPELL_AURA_MOD_ROOT,apply);
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m_target->ApplySpellImmune(GetId(),IMMUNITY_STATE,SPELL_AURA_MOD_DECREASE_SPEED,apply);
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}
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// Demonic Circle
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else if (m_spellProto->SpellFamilyName == SPELLFAMILY_WARLOCK && m_spellProto->SpellIconID == 3221)
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{
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if (m_target->GetTypeId() != TYPEID_PLAYER)
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return;
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if (apply)
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{
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GameObject* obj = m_target->GetGameObject(48018);
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if (obj)
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((Player*)m_target)->TeleportTo(obj->GetMapId(),obj->GetPositionX(),obj->GetPositionY(),obj->GetPositionZ(),obj->GetOrientation());
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}
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}
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}
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//this method is called whenever we add / remove aura which gives m_target some imunity to some spell effect
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@@ -4491,6 +4503,27 @@ void AuraEffect::HandleAuraPeriodicDummy(bool apply, bool Real, bool changeAmoun
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SpellEntry const*spell = GetSpellProto();
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switch( spell->SpellFamilyName)
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{
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case SPELLFAMILY_WARLOCK:
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{
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switch (spell->Id)
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{
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// Demonic Circle
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case 48018:
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if (apply)
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// set to false at initial cast to enable button at next enable in periodic handler
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m_target->SendAuraVisualForSelf(false,62388);
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else
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{
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// Do not remove GO when aura is removed by stack
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// to prevent remove GO added by new spell
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// old one is already removed
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if (GetParentAura()->GetRemoveMode()!=AURA_REMOVE_BY_STACK)
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m_target->RemoveGameObject(spell->Id,true);
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m_target->SendAuraVisualForSelf(false,62388);
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}
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break;
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}
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}
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case SPELLFAMILY_HUNTER:
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{
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// Explosive Shot
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@@ -6614,6 +6647,20 @@ void AuraEffect::PeriodicDummyTick()
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}
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break;
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}
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case SPELLFAMILY_WARLOCK:
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switch (spell->Id)
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{
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case 48018:
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GameObject* obj = m_target->GetGameObject(spell->Id);
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if (!obj) return;
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// We must take a range of teleport spell, not summon.
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const SpellEntry* goToCircleSpell = sSpellStore.LookupEntry(48020);
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if (m_target->IsWithinDist(obj,GetSpellMaxRangeForFriend(sSpellRangeStore.LookupEntry(goToCircleSpell->rangeIndex))))
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m_target->SendAuraVisualForSelf(true,62388, 1);
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else
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m_target->SendAuraVisualForSelf(false,62388);
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}
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break;
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case SPELLFAMILY_DRUID:
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{
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switch (spell->Id)
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@@ -6656,6 +6703,7 @@ void AuraEffect::PeriodicDummyTick()
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// Killing Spree
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case 51690:
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{
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// TODO: this should use effect[1] of 51690
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std::list<Unit*> targets;
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{
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// eff_radius ==0
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@@ -5669,7 +5669,13 @@ void Spell::EffectSummonObject(uint32 i)
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if( m_caster )
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obj = m_caster->GetMap()->GetGameObject(guid);
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if(obj) obj->Delete();
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if(obj)
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{
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// Recast case - null spell id to make auras not be removed on object remove from world
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if (m_spellInfo->Id == obj->GetSpellId())
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obj->SetSpellId(0);
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obj->Delete();
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}
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m_caster->m_ObjectSlot[slot] = 0;
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}
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+23
-1
@@ -3769,6 +3769,25 @@ int32 Unit::GetMaxNegativeAuraModifierByMiscValue(AuraType auratype, int32 misc_
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return modifier;
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}
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void Unit::SendAuraVisualForSelf(bool apply, uint32 id, uint8 effmask)
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{
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WorldPacket data(SMSG_AURA_UPDATE);
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data.append(GetPackGUID());
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// use always free 64+ slots
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data << uint8(MAX_AURAS);
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if (!apply)
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{
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data << uint32(0);
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SendMessageToSet(&data, true);
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return;
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}
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data << uint32(id);
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data << uint8(AFLAG_CASTER | AFLAG_POSITIVE | effmask);
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data << uint8(getLevel());
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data << uint8(1);
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SendMessageToSet(&data, true);
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}
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bool Unit::AddAura(Aura *Aur, bool handleEffects)
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{
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// aura doesn't apply effects-return
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@@ -4285,6 +4304,9 @@ bool Unit::HasAura(uint32 spellId, uint64 caster) const
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//Special case for non existing spell
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if (spellId==61988)
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return HasAura(61987, caster) || HasAura(25771, caster);
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// Demonic Circle - special aura for client
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else if (spellId==62388)
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return HasAura(48018, caster);
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if (Aura * aur = GetAura(spellId, caster))
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return true;
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@@ -6088,7 +6110,7 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, AuraEffect* trigger
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{
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if (pVictim->getPowerType() == POWER_MANA)
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{
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// 2% of maximum mana
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// 2% of base mana
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basepoints0 = int32(pVictim->GetCreateMana() * 2 / 100);
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pVictim->CastCustomSpell(pVictim, 20268, &basepoints0, NULL, NULL, true, 0, triggeredByAura);
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}
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@@ -1536,6 +1536,7 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
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}
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void SetVisibleAura(uint8 slot, Aura * aur){ m_visibleAuras[slot]=aur; }
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void RemoveVisibleAura(uint8 slot){ m_visibleAuras.erase(slot); }
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void SendAuraVisualForSelf(bool apply, uint32 id, uint8 effmask = 0);
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AuraMap & GetAuras() { return m_Auras; }
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AuraMap const& GetAuras() const { return m_Auras; }
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