Core: Use new SpellInfo class in core. Sadly, this commit is not compatibile with some of the custom code. To make your code work again you may need to change:
*SpellEntry is now SpellInfo *GetSpellProto is now GetSpellInfo *SpellEntry::Effect*[effIndex] is now avalible under SpellInfo.Effects[effIndex].* *sSpellStore.LookupEntry is no longer valid, use sSpellMgr->GetSpellInfo() *SpellFunctions from SpellMgr.h like DoSpellStuff(spellId) are now: spellInfo->DoStuff() *SpellMgr::CalculateEffectValue and similar functions are now avalible in SpellEffectInfo class. *GET_SPELL macro is removed, code which used it is moved to SpellMgr::LoadDbcDataCorrections *code which affected dbc data in SpellMgr::LoadSpellCustomAttr is now moved to LoadDbcDataCorrections
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@@ -28,8 +28,6 @@
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#define CAST_CRE(a) (dynamic_cast<Creature*>(a))
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#define CAST_AI(a, b) (dynamic_cast<a*>(b))
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#define GET_SPELL(a) (const_cast<SpellEntry*>(GetSpellStore()->LookupEntry(a)))
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class InstanceScript;
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class SummonList : public std::list<uint64>
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@@ -78,10 +76,10 @@ struct ScriptedAI : public CreatureAI
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void SummonedCreatureDespawn(Creature* /*summon*/) {}
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// Called when hit by a spell
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void SpellHit(Unit* /*caster*/, SpellEntry const* /*spell*/) {}
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void SpellHit(Unit* /*caster*/, SpellInfo const* /*spell*/) {}
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// Called when spell hits a target
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void SpellHitTarget(Unit* /*target*/, SpellEntry const* /*spell*/) {}
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void SpellHitTarget(Unit* /*target*/, SpellInfo const* /*spell*/) {}
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//Called at waypoint reached or PointMovement end
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void MovementInform(uint32 /*type*/, uint32 /*id*/) {}
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@@ -123,7 +121,7 @@ struct ScriptedAI : public CreatureAI
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void DoStopAttack();
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//Cast spell by spell info
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void DoCastSpell(Unit* target, SpellEntry const* spellInfo, bool triggered = false);
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void DoCastSpell(Unit* target, SpellInfo const* spellInfo, bool triggered = false);
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//Plays a sound to all nearby players
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void DoPlaySoundToSet(WorldObject* source, uint32 soundId);
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@@ -160,10 +158,10 @@ struct ScriptedAI : public CreatureAI
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bool HealthAbovePct(uint32 pct) const { return me->HealthAbovePct(pct); }
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//Returns spells that meet the specified criteria from the creatures spell list
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SpellEntry const* SelectSpell(Unit* target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effect);
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SpellInfo const* SelectSpell(Unit* target, uint32 school, uint32 mechanic, SelectTargetType targets, uint32 powerCostMin, uint32 powerCostMax, float rangeMin, float rangeMax, SelectEffect effect);
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//Checks if you can cast the specified spell
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bool CanCast(Unit* target, SpellEntry const* spell, bool triggered = false);
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bool CanCast(Unit* target, SpellInfo const* spell, bool triggered = false);
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void SetEquipmentSlots(bool loadDefault, int32 mainHand = EQUIP_NO_CHANGE, int32 offHand = EQUIP_NO_CHANGE, int32 ranged = EQUIP_NO_CHANGE);
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