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
+2 -2
View File
@@ -2495,7 +2495,7 @@ namespace Game.Entities
packet.CasterGUID = log.attacker.GetGUID();
packet.CastID = log.castId;
packet.SpellID = (int)(log.Spell != null ? log.Spell.Id : 0);
packet.Visual.SpellXSpellVisualID = log.SpellXSpellVisualID;
packet.Visual = log.SpellVisual;
packet.Damage = (int)log.damage;
packet.OriginalDamage = (int)log.originalDamage;
if (log.damage > log.preHitHealth)
@@ -4273,7 +4273,7 @@ namespace Game.Entities
{
Unit caster = aura.GetCaster();
if (caster && caster.IsTypeId(TypeId.Player))
Spell.SendCastResult(caster.ToPlayer(), aura.GetSpellInfo(), aura.GetSpellXSpellVisualId(), aura.GetCastGUID(), SpellCastResult.AuraBounced);
Spell.SendCastResult(caster.ToPlayer(), aura.GetSpellInfo(), aura.GetSpellVisual(), aura.GetCastGUID(), SpellCastResult.AuraBounced);
}
aura.Remove();