Core/Spells: Updated spell effect type definitions to match latest client version

Port From (https://github.com/TrinityCore/TrinityCore/commit/a05fc3ded598f56d21d23e3efb218fa5381f45ab)
This commit is contained in:
hondacrx
2021-03-04 16:06:06 -05:00
parent 707a1e0dda
commit c4fce8e60a
4 changed files with 124 additions and 194 deletions
-67
View File
@@ -42,10 +42,7 @@ namespace Game.Spells
[SpellEffectHandler(SpellEffectName.Portal)]
[SpellEffectHandler(SpellEffectName.BindSight)]
[SpellEffectHandler(SpellEffectName.CallPet)]
[SpellEffectHandler(SpellEffectName.Effect177)]
[SpellEffectHandler(SpellEffectName.PortalTeleport)]
[SpellEffectHandler(SpellEffectName.RitualBase)]
[SpellEffectHandler(SpellEffectName.RitualActivatePortal)]
[SpellEffectHandler(SpellEffectName.Dodge)]
[SpellEffectHandler(SpellEffectName.Evade)]
[SpellEffectHandler(SpellEffectName.Weapon)]
@@ -1890,13 +1887,6 @@ namespace Game.Spells
unitTarget.ToCreature().UpdateDamagePhysical(WeaponAttackType.OffAttack);
}
[SpellEffectHandler(SpellEffectName.Pull)]
void EffectPull(uint effIndex)
{
// @todo create a proper pull towards distract spell center for distract
EffectUnused(effIndex);
}
[SpellEffectHandler(SpellEffectName.Distract)]
void EffectDistract(uint effIndex)
{
@@ -3271,24 +3261,6 @@ namespace Game.Spells
}
}
[SpellEffectHandler(SpellEffectName.AddComboPoints)]
void EffectAddComboPoints(uint effIndex)
{
if (effectHandleMode != SpellEffectHandleMode.HitTarget)
return;
if (unitTarget == null)
return;
if (m_caster.m_playerMovingMe == null)
return;
if (damage <= 0)
return;
m_caster.m_playerMovingMe.AddComboPoints((sbyte)damage, this);
}
[SpellEffectHandler(SpellEffectName.Duel)]
void EffectDuel(uint effIndex)
{
@@ -4764,45 +4736,6 @@ namespace Game.Spells
}
}
[SpellEffectHandler(SpellEffectName.ActivateRune)]
void EffectActivateRune(uint effIndex)
{
if (effectHandleMode != SpellEffectHandleMode.Launch)
return;
if (!m_caster.IsTypeId(TypeId.Player))
return;
Player player = m_caster.ToPlayer();
if (player.GetClass() != Class.Deathknight)
return;
// needed later
m_runesState = m_caster.ToPlayer().GetRunesState();
uint count = (uint)damage;
if (count == 0)
count = 1;
// first restore fully depleted runes
for (byte j = 0; j < player.GetMaxPower(PowerType.Runes) && count > 0; ++j)
{
if (player.GetRuneCooldown(j) == player.GetRuneBaseCooldown())
{
player.SetRuneCooldown(j, 0);
--count;
}
}
// then the rest if we still got something left
for (byte j = 0; j < player.GetMaxPower(PowerType.Runes) && count > 0; ++j)
{
player.SetRuneCooldown(j, 0);
--count;
}
}
[SpellEffectHandler(SpellEffectName.CreateTamedPet)]
void EffectCreateTamedPet(uint effIndex)
{