Core/Spells: spell effect handling improvements

* Call spell effect handlers in 4 modes:
   - SPELL_EFFECT_HANDLE_LAUNCH - called when spell is launched (cast just finished)
   - SPELL_EFFECT_HANDLE_LAUNCH_TARGET - called when spell is launched for each target in spell target map
   - SPELL_EFFECT_HANDLE_HIT - called when spell hits its destination
   - SPELL_EFFECT_HANDLE_HIT_TARGET - called when spell hits it's target from spell target map
*Correctly implement SPELL_EFFECT_TRIGGER_SPELL, SPELL_EFFECT_TRIGGER_SPELL_WITH_VALUE, SPELL_EFFECT_TRIGGER_MISSILE_SPELL_WITH_VALUE, SPELL_EFFECT_TRIGGER_MISSILE_SPELL
*Remove spell system hacks which became obsolete with this commit
Core/SpellScripts:
add OnEffectLaunch, OnEffectLaunchTarget, OnEffectHit, OnEffectHitTarget hooks for new effect handle modes and remove OnEffect hook.
A generic rule of thumb how to update your scripts (will work for nearly all cases) for spell system noobs:
if your spell script used GetHitXXXX function, you need to use OnEffectHitTarget, otherwise use
OnEffectHit
This commit is contained in:
QAston committed 2011-09-25 13:29:50 +02:00
1 parent b07cc3751f
commit e949ad3adb
50 files changed
+1057 -738

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@@ -166,7 +166,7 @@ class spell_pri_pain_and_suffering_proc : public SpellScriptLoader
void Register()
{
OnEffect += SpellEffectFn(spell_pri_pain_and_suffering_proc_SpellScript::HandleEffectScriptEffect, EFFECT_0, SPELL_EFFECT_SCRIPT_EFFECT);
OnEffectHitTarget += SpellEffectFn(spell_pri_pain_and_suffering_proc_SpellScript::HandleEffectScriptEffect, EFFECT_0, SPELL_EFFECT_SCRIPT_EFFECT);
}
};
@@ -221,7 +221,7 @@ class spell_pri_penance : public SpellScriptLoader
void Register()
{
// add dummy effect spell handler to Penance
OnEffect += SpellEffectFn(spell_pri_penance_SpellScript::HandleDummy, EFFECT_0, SPELL_EFFECT_DUMMY);
OnEffectHitTarget += SpellEffectFn(spell_pri_penance_SpellScript::HandleDummy, EFFECT_0, SPELL_EFFECT_DUMMY);
}
};