Core/Spells: Use new spell visual structure instead of just SpellXSpellVisualID

Port From (https://github.com/TrinityCore/TrinityCore/commit/7f6eef37e61ea3d47bf8028c6e37175ba0a71373)
This commit is contained in:
hondacrx
2020-12-10 10:43:24 -05:00
parent bfcadae2c2
commit cbbdf6d695
11 changed files with 56 additions and 46 deletions
+1 -1
View File
@@ -2650,7 +2650,7 @@ namespace Game.Entities
uint split_absorb = 0;
DealDamageMods(caster, ref splitDamage, ref split_absorb);
SpellNonMeleeDamage log = new SpellNonMeleeDamage(this, caster, itr.GetSpellInfo(), itr.GetBase().GetSpellXSpellVisualId(), damageInfo.GetSchoolMask(), itr.GetBase().GetCastGUID());
SpellNonMeleeDamage log = new SpellNonMeleeDamage(this, caster, itr.GetSpellInfo(), itr.GetBase().GetSpellVisual(), damageInfo.GetSchoolMask(), itr.GetBase().GetCastGUID());
CleanDamage cleanDamage = new CleanDamage(splitDamage, 0, WeaponAttackType.BaseAttack, MeleeHitOutcome.Normal);
DealDamage(caster, splitDamage, cleanDamage, DamageEffectType.Direct, damageInfo.GetSchoolMask(), itr.GetSpellInfo(), false);
log.damage = splitDamage;