Core/Spells: Initialize EffectIndex of empty effects to their proper values instead of always being 0
Port From (https://github.com/TrinityCore/TrinityCore/commit/759d2fdd862eb86d022e79adcd3a90374fef58e4)
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@@ -45,6 +45,10 @@ namespace Game.Spells
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_effects[(int)spellEffect.EffectIndex] = new SpellEffectInfo(this, spellEffect);
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_effects[(int)spellEffect.EffectIndex] = new SpellEffectInfo(this, spellEffect);
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}
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}
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// Correct EffectIndex for blank effects
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for (int i = 0; i < _effects.Count; ++i)
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_effects[i].EffectIndex = (uint)i;
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SpellName = spellName.Name;
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SpellName = spellName.Name;
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SpellMiscRecord _misc = data.Misc;
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SpellMiscRecord _misc = data.Misc;
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@@ -258,6 +262,10 @@ namespace Game.Spells
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_effects.EnsureWritableListIndex(spellEffect.EffectIndex, new SpellEffectInfo(this));
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_effects.EnsureWritableListIndex(spellEffect.EffectIndex, new SpellEffectInfo(this));
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_effects[(int)spellEffect.EffectIndex] = new SpellEffectInfo(this, spellEffect);
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_effects[(int)spellEffect.EffectIndex] = new SpellEffectInfo(this, spellEffect);
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}
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}
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// Correct EffectIndex for blank effects
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for (int i = 0; i < _effects.Count; ++i)
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_effects[i].EffectIndex = (uint)i;
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}
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}
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public bool HasEffect(SpellEffectName effect)
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public bool HasEffect(SpellEffectName effect)
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