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[7983] Make static Spell::SendCastResult accessable from script DLL. Author: VladimirMangos
--HG-- branch : trunk
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@@ -3134,7 +3134,7 @@ void Spell::SendCastResult(Player* caster, SpellEntry const* spellInfo, uint8 ca
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return;
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WorldPacket data(SMSG_CAST_FAILED, (4+1+1));
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data << uint8(cast_count); // single cast or multi 2.3 (0/1)
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data << uint8(cast_count); // single cast or multi 2.3 (0/1)
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data << uint32(spellInfo->Id);
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data << uint8(result); // problem
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switch (result)
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@@ -423,7 +423,7 @@ class Spell
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void CheckSrc() { if(!m_targets.HasSrc()) m_targets.setSrc(m_caster); }
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void CheckDst() { if(!m_targets.HasDst()) m_targets.setDestination(m_caster); }
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static void SendCastResult(Player* caster, SpellEntry const* spellInfo, uint8 cast_count, SpellCastResult result);
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static void MANGOS_DLL_SPEC SendCastResult(Player* caster, SpellEntry const* spellInfo, uint8 cast_count, SpellCastResult result);
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void SendCastResult(SpellCastResult result);
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void SendSpellStart();
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void SendSpellGo();
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@@ -130,7 +130,7 @@ void WorldSession::HandleUseItemOpcode(WorldPacket& recvPacket)
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if (!pItem->IsTargetValidForItemUse(targets.getUnitTarget()))
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{
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// free greay item aftre use faul
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// free gray item after use fail
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pUser->SendEquipError(EQUIP_ERR_NONE, pItem, NULL);
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// send spell error
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