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
@@ -2674,10 +2674,10 @@ namespace Game.Entities
SetUpdateFieldValue(ref m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.ChannelData)._value.SpellID, channelSpellId);
}
public uint GetChannelSpellXSpellVisualId() { return ((UnitChannel)m_unitData.ChannelData).SpellXSpellVisualID; }
public void SetChannelSpellXSpellVisualId(uint channelSpellXSpellVisualId)
public void SetChannelSpellXSpellVisualId(SpellCastVisual channelVisual)
{
UnitChannel unitChannel = m_unitData.ModifyValue(m_unitData.ChannelData);
SetUpdateFieldValue(ref unitChannel.SpellXSpellVisualID, channelSpellXSpellVisualId);
SetUpdateFieldValue(ref unitChannel.SpellXSpellVisualID, channelVisual.SpellXSpellVisualID);
}
public void AddChannelObject(ObjectGuid guid) { AddDynamicUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.ChannelObjects), guid); }
public void SetChannelObject(int slot, ObjectGuid guid) { SetUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.ChannelObjects, slot), guid); }