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Core/Spells: rework part 4: iterate over effects first
Ref #18395
Implement far spell queue processing
Closes #7395
(cherry picked from commit 080d2c6cd4)
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@@ -3894,20 +3894,6 @@ void SpellMgr::LoadSpellInfoCorrections()
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spellInfo->MaxAffectedTargets = 1;
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});
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// Boom (XT-002)
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ApplySpellFix({ 62834 }, [](SpellInfo* spellInfo)
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{
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// This hack is here because we suspect our implementation of spell effect execution on targets
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// is done in the wrong order. We suspect that EFFECT_0 needs to be applied on all targets,
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// then EFFECT_1, etc - instead of applying each effect on target1, then target2, etc.
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// The above situation causes the visual for this spell to be bugged, so we remove the instakill
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// effect and implement a script hack for that.
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ApplySpellEffectFix(spellInfo, EFFECT_1, [](SpellEffectInfo* spellEffectInfo)
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{
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spellEffectInfo->Effect = 0;
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});
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});
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ApplySpellFix({
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64386, // Terrifying Screech (Auriaya)
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64389, // Sentinel Blast (Auriaya)
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