Core/Spells: rework part 4: iterate over effects first

Ref #18395

Implement far spell queue processing
Closes #7395

(cherry picked from commit 080d2c6cd4)
This commit is contained in:
ariel-
2018-02-01 13:10:51 -03:00
committed by Shauren
parent f3548d45d0
commit 65dca120d3
10 changed files with 581 additions and 599 deletions

View File

@@ -3894,20 +3894,6 @@ void SpellMgr::LoadSpellInfoCorrections()
spellInfo->MaxAffectedTargets = 1;
});
// Boom (XT-002)
ApplySpellFix({ 62834 }, [](SpellInfo* spellInfo)
{
// This hack is here because we suspect our implementation of spell effect execution on targets
// is done in the wrong order. We suspect that EFFECT_0 needs to be applied on all targets,
// then EFFECT_1, etc - instead of applying each effect on target1, then target2, etc.
// The above situation causes the visual for this spell to be bugged, so we remove the instakill
// effect and implement a script hack for that.
ApplySpellEffectFix(spellInfo, EFFECT_1, [](SpellEffectInfo* spellEffectInfo)
{
spellEffectInfo->Effect = 0;
});
});
ApplySpellFix({
64386, // Terrifying Screech (Auriaya)
64389, // Sentinel Blast (Auriaya)