*modified spelldifficulty handler to work with all spell casts for creatures that are in instances thanks to Shauren for help

*modified most of the scripts to use normal_mode spell for casting (code was autogenerated, post errors if any)
*added sql for all modded spells (autogenerated..)

--HG--
branch : trunk
This commit is contained in:
Rat
2010-04-10 10:20:01 +02:00
parent 8bb3b39495
commit 4a8bf5900d
79 changed files with 419 additions and 242 deletions

View File

@@ -193,12 +193,8 @@ void UnitAI::DoCastToAllHostilePlayers(uint32 spellid, bool triggered)
return;
}
void UnitAI::DoCast(uint32 spellId, bool useMode)
{
//search for instance mode spell
if(useMode && me->ToCreature())
spellId = me->ToCreature()->GetSpellIdForDifficulty(spellId);
void UnitAI::DoCast(uint32 spellId)
{
Unit *target = NULL;
//sLog.outError("aggre %u %u", spellId, (uint32)AISpellInfo[spellId].target);
switch(AISpellInfo[spellId].target)