Core/DataStores: Fixed db2 structures after 7.3.5

This commit is contained in:
hondacrx
2018-03-13 15:43:03 -04:00
parent 2199e07955
commit 0ab3b8e8cd
97 changed files with 3139 additions and 1707 deletions
+5 -18
View File
@@ -3850,9 +3850,9 @@ namespace Game.Spells
ItemRecord itemEntry = CliDB.ItemStorage.LookupByKey(itemId);
if (itemEntry != null)
{
if (itemEntry.Class == ItemClass.Weapon)
if (itemEntry.ClassID == ItemClass.Weapon)
{
switch ((ItemSubClassWeapon)itemEntry.SubClass)
switch ((ItemSubClassWeapon)itemEntry.SubclassID)
{
case ItemSubClassWeapon.Thrown:
ammoDisplayID = Global.DB2Mgr.GetItemDisplayId(itemId, m_caster.GetVirtualItemAppearanceMod(i));
@@ -5065,7 +5065,7 @@ namespace Game.Spells
if (SummonProperties == null)
break;
switch (SummonProperties.Category)
switch (SummonProperties.Control)
{
case SummonCategory.Pet:
if (!m_spellInfo.HasAttribute(SpellAttr1.DismissPet) && !m_caster.GetPetGUID().IsEmpty())
@@ -6034,7 +6034,7 @@ namespace Game.Spells
ItemTemplate proto = targetItem.GetTemplate();
for (byte e = 0; e < proto.Effects.Count; ++e)
{
if (proto.Effects[e].SpellID != 0 && proto.Effects[e].Trigger == ItemSpelltriggerType.OnUse)
if (proto.Effects[e].SpellID != 0 && proto.Effects[e].TriggerType == ItemSpelltriggerType.OnUse)
{
isItemUsable = true;
break;
@@ -6115,7 +6115,7 @@ namespace Game.Spells
ItemDisenchantLootRecord itemDisenchantLoot = item.GetDisenchantLoot(m_caster.ToPlayer());
if (itemDisenchantLoot == null)
return SpellCastResult.CantBeDisenchanted;
if (itemDisenchantLoot.RequiredDisenchantSkill > player.GetSkillValue(SkillType.Enchanting))
if (itemDisenchantLoot.SkillRequired > player.GetSkillValue(SkillType.Enchanting))
return SpellCastResult.LowCastlevel;
break;
}
@@ -6716,19 +6716,6 @@ namespace Game.Spells
{
m_loadedScripts = Global.ScriptMgr.CreateSpellScripts(m_spellInfo.Id, this);
var holder = Global.SmartAIMgr.GetScript((int)GetSpellInfo().Id, SmartScriptType.Spell);
if (!holder.Empty())
{
var script = new SmartSpell();
script._Init("", GetSpellInfo().Id);
if (script._Load(this))
{
script._Register();
if (script._Validate(GetSpellInfo()))
m_loadedScripts.Add(script);
}
}
foreach (var script in m_loadedScripts)
{
Log.outDebug(LogFilter.Spells, "Spell.LoadScripts: Script `{0}` for spell `{1}` is loaded now", script._GetScriptName(), m_spellInfo.Id);