Core/Spells: Updated spell effect type definitions to match latest client version
Port From (https://github.com/TrinityCore/TrinityCore/commit/a05fc3ded598f56d21d23e3efb218fa5381f45ab)
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@@ -42,10 +42,7 @@ namespace Game.Spells
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[SpellEffectHandler(SpellEffectName.Portal)]
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[SpellEffectHandler(SpellEffectName.BindSight)]
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[SpellEffectHandler(SpellEffectName.CallPet)]
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[SpellEffectHandler(SpellEffectName.Effect177)]
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[SpellEffectHandler(SpellEffectName.PortalTeleport)]
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[SpellEffectHandler(SpellEffectName.RitualBase)]
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[SpellEffectHandler(SpellEffectName.RitualActivatePortal)]
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[SpellEffectHandler(SpellEffectName.Dodge)]
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[SpellEffectHandler(SpellEffectName.Evade)]
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[SpellEffectHandler(SpellEffectName.Weapon)]
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@@ -1890,13 +1887,6 @@ namespace Game.Spells
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unitTarget.ToCreature().UpdateDamagePhysical(WeaponAttackType.OffAttack);
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}
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[SpellEffectHandler(SpellEffectName.Pull)]
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void EffectPull(uint effIndex)
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{
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// @todo create a proper pull towards distract spell center for distract
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EffectUnused(effIndex);
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}
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[SpellEffectHandler(SpellEffectName.Distract)]
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void EffectDistract(uint effIndex)
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{
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@@ -3271,24 +3261,6 @@ namespace Game.Spells
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}
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}
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[SpellEffectHandler(SpellEffectName.AddComboPoints)]
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void EffectAddComboPoints(uint effIndex)
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{
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if (effectHandleMode != SpellEffectHandleMode.HitTarget)
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return;
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if (unitTarget == null)
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return;
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if (m_caster.m_playerMovingMe == null)
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return;
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if (damage <= 0)
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return;
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m_caster.m_playerMovingMe.AddComboPoints((sbyte)damage, this);
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}
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[SpellEffectHandler(SpellEffectName.Duel)]
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void EffectDuel(uint effIndex)
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{
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@@ -4764,45 +4736,6 @@ namespace Game.Spells
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}
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}
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[SpellEffectHandler(SpellEffectName.ActivateRune)]
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void EffectActivateRune(uint effIndex)
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{
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if (effectHandleMode != SpellEffectHandleMode.Launch)
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return;
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if (!m_caster.IsTypeId(TypeId.Player))
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return;
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Player player = m_caster.ToPlayer();
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if (player.GetClass() != Class.Deathknight)
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return;
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// needed later
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m_runesState = m_caster.ToPlayer().GetRunesState();
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uint count = (uint)damage;
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if (count == 0)
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count = 1;
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// first restore fully depleted runes
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for (byte j = 0; j < player.GetMaxPower(PowerType.Runes) && count > 0; ++j)
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{
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if (player.GetRuneCooldown(j) == player.GetRuneBaseCooldown())
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{
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player.SetRuneCooldown(j, 0);
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--count;
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}
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}
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// then the rest if we still got something left
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for (byte j = 0; j < player.GetMaxPower(PowerType.Runes) && count > 0; ++j)
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{
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player.SetRuneCooldown(j, 0);
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--count;
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}
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}
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[SpellEffectHandler(SpellEffectName.CreateTamedPet)]
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void EffectCreateTamedPet(uint effIndex)
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{
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