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Core/Spells: Allow ProcessEvent hook to run in EffectSendEvent when spell caster is a player
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@@ -62,6 +62,7 @@
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#include "ScriptMgr.h"
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#include "GameObjectAI.h"
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#include "AccountMgr.h"
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#include "InstanceScript.h"
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pEffect SpellEffects[TOTAL_SPELL_EFFECTS]=
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{
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@@ -2141,7 +2142,7 @@ void Spell::EffectSendEvent(SpellEffIndex effIndex)
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&& effectHandleMode != SPELL_EFFECT_HANDLE_HIT)
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return;
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Object* target = NULL;
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WorldObject* target = NULL;
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// call events for target if present
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if (effectHandleMode == SPELL_EFFECT_HANDLE_HIT_TARGET)
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@@ -2162,7 +2163,9 @@ void Spell::EffectSendEvent(SpellEffIndex effIndex)
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sLog->outDebug(LOG_FILTER_SPELLS_AURAS, "Spell ScriptStart %u for spellid %u in EffectSendEvent ", m_spellInfo->Effects[effIndex].MiscValue, m_spellInfo->Id);
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if (ZoneScript* zoneScript = m_caster->GetZoneScript())
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zoneScript->ProcessEvent(unitTarget, m_spellInfo->Effects[effIndex].MiscValue);
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zoneScript->ProcessEvent(target, m_spellInfo->Effects[effIndex].MiscValue);
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else if (InstanceScript* instanceScript = m_caster->GetInstanceScript()) // needed in case Player is the caster
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instanceScript->ProcessEvent(target, m_spellInfo->Effects[effIndex].MiscValue);
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m_caster->GetMap()->ScriptsStart(sEventScripts, m_spellInfo->Effects[effIndex].MiscValue, m_caster, target);
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}
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