Fix build

This commit is contained in:
hondacrx
2022-05-29 16:08:55 -04:00
parent 60ab157ba1
commit 25102a2ee1
3 changed files with 17 additions and 2 deletions
+1 -1
View File
@@ -192,7 +192,7 @@ namespace Game.Loots
LootItem generatedLoot = new(item); LootItem generatedLoot = new(item);
generatedLoot.context = _itemContext; generatedLoot.context = _itemContext;
generatedLoot.count = (byte)Math.Min(count, proto.GetMaxStackSize()); generatedLoot.count = (byte)Math.Min(count, proto.GetMaxStackSize());
generatedLoot.itemIndex = lootItems.Count; generatedLoot.itemIndex = (uint)lootItems.Count;
if (_itemContext != 0) if (_itemContext != 0)
{ {
List<uint> bonusListIDs = Global.DB2Mgr.GetDefaultItemBonusTree(generatedLoot.itemid, _itemContext); List<uint> bonusListIDs = Global.DB2Mgr.GetDefaultItemBonusTree(generatedLoot.itemid, _itemContext);
+1 -1
View File
@@ -1434,7 +1434,7 @@ namespace Game.Entities
Log.outInfo(LogFilter.ServerLoading, "Loaded {0} spell proc conditions and data in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime)); Log.outInfo(LogFilter.ServerLoading, "Loaded {0} spell proc conditions and data in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime));
} }
else else
Log.outInfo(LogFilter.ServerLoading, ">> Loaded 0 spell proc conditions and data. DB table `spell_proc` is empty."); Log.outInfo(LogFilter.ServerLoading, "Loaded 0 spell proc conditions and data. DB table `spell_proc` is empty.");
// This generates default procs to retain compatibility with previous proc system // This generates default procs to retain compatibility with previous proc system
Log.outInfo(LogFilter.ServerLoading, "Generating spell proc data from SpellMap..."); Log.outInfo(LogFilter.ServerLoading, "Generating spell proc data from SpellMap...");
+15
View File
@@ -1100,6 +1100,21 @@ namespace Scripts.Spells.Generic
} }
} }
[Script] // 28471 - ClearAll
class spell_clear_all : SpellScript
{
void HandleScript(uint effIndex)
{
Unit caster = GetCaster();
caster.RemoveAllAurasOnDeath();
}
public override void Register()
{
OnEffectHitTarget.Add(new EffectHandler(HandleScript, 0, SpellEffectName.ScriptEffect));
}
}
[Script] [Script]
class spell_gen_clone : SpellScript class spell_gen_clone : SpellScript
{ {