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*Extend API of SpellScript by Dest and Damage/Heal setters and getters.
*Make some SpellScript function names shorter. --HG-- branch : trunk
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@@ -36,7 +36,7 @@ class spell_ex_49375SpellScript : public SpellScript
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sLog.outError("WE ARE HANDLING DUMMY!");
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sLog.outError(localVariable.c_str());
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// make caster cast a spell on a unit target of effect
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if (Unit * target = GetEffectUnitTarget())
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if (Unit * target = GetHitUnit())
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GetCaster()->CastSpell(target, 70522, true);
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};
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void Register()
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@@ -70,7 +70,7 @@ class spell_ex_49375SpellScript : public SpellScript
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// script will be immediately removed from the spell
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// for example - we don't want this script to be executed on a creature
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// if (GetCaster()->GetTypeID() != TYPEID_PLAYER)
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// return false
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// return false;
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}
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// function called just before script delete
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// we free allocated memory
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@@ -95,7 +95,7 @@ class spell_ex_SpellScript : public SpellScript
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//EffectHandlers += EffectHandlerFn(spell_ex_SpellScript::Function, EFFECT_ANY, SPELL_EFFECT_ANY);
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}
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//bool Load(){return true}
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//bool Load(){return true;}
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//void Unload(){}
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//bool Validate(SpellEntry const * spellEntry){return true;}
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};
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