Core/Scripts: Expose calculated spell value variance to scripts

Port From (https://github.com/TrinityCore/TrinityCore/commit/701532f9f033547a5fc2d0b594d04f6349cb441b)
This commit is contained in:
hondacrx
2022-07-16 19:31:17 -04:00
parent e521433e38
commit 8673a45f08
3 changed files with 29 additions and 7 deletions
+2 -2
View File
@@ -4587,7 +4587,7 @@ namespace Game.Spells
destTarget = m_destTargets[spellEffectInfo.EffectIndex].Position;
effectInfo = spellEffectInfo;
damage = CalculateDamage(spellEffectInfo, unitTarget, out _variance);
damage = CalculateDamage(spellEffectInfo, unitTarget, out variance);
bool preventDefault = CallScriptEffectHandlers(spellEffectInfo.EffectIndex, mode);
@@ -8001,7 +8001,7 @@ namespace Game.Spells
public WorldLocation destTarget;
public int damage;
public SpellMissInfo targetMissInfo;
float _variance;
public float variance;
SpellEffectHandleMode effectHandleMode;
public SpellEffectInfo effectInfo;
// used in effects handlers