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
+3 -3
View File
@@ -450,12 +450,12 @@ namespace Game.Entities
public class SpellNonMeleeDamage
{
public SpellNonMeleeDamage(Unit _attacker, Unit _target, SpellInfo _spellInfo, uint _SpellXSpellVisualID, SpellSchoolMask _schoolMask, ObjectGuid _castId = default)
public SpellNonMeleeDamage(Unit _attacker, Unit _target, SpellInfo _spellInfo, SpellCastVisual spellVisual, SpellSchoolMask _schoolMask, ObjectGuid _castId = default)
{
target = _target;
attacker = _attacker;
Spell = _spellInfo;
SpellXSpellVisualID = _SpellXSpellVisualID;
SpellVisual = spellVisual;
schoolMask = _schoolMask;
castId = _castId;
preHitHealth = (uint)_target.GetHealth();
@@ -465,7 +465,7 @@ namespace Game.Entities
public Unit attacker;
public ObjectGuid castId;
public SpellInfo Spell;
public uint SpellXSpellVisualID;
public SpellCastVisual SpellVisual;
public uint damage;
public uint originalDamage;
public SpellSchoolMask schoolMask;