Core/Spells: Use new spell visual structure instead of just SpellXSpellVisualID
Port From (https://github.com/TrinityCore/TrinityCore/commit/7f6eef37e61ea3d47bf8028c6e37175ba0a71373)
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@@ -2674,10 +2674,10 @@ namespace Game.Entities
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SetUpdateFieldValue(ref m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.ChannelData)._value.SpellID, channelSpellId);
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}
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public uint GetChannelSpellXSpellVisualId() { return ((UnitChannel)m_unitData.ChannelData).SpellXSpellVisualID; }
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public void SetChannelSpellXSpellVisualId(uint channelSpellXSpellVisualId)
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public void SetChannelSpellXSpellVisualId(SpellCastVisual channelVisual)
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{
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UnitChannel unitChannel = m_unitData.ModifyValue(m_unitData.ChannelData);
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SetUpdateFieldValue(ref unitChannel.SpellXSpellVisualID, channelSpellXSpellVisualId);
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SetUpdateFieldValue(ref unitChannel.SpellXSpellVisualID, channelVisual.SpellXSpellVisualID);
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}
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public void AddChannelObject(ObjectGuid guid) { AddDynamicUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.ChannelObjects), guid); }
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public void SetChannelObject(int slot, ObjectGuid guid) { SetUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.ChannelObjects, slot), guid); }
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