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authormegamage <none@none>2009-07-16 10:13:12 +0800
committermegamage <none@none>2009-07-16 10:13:12 +0800
commite1762e3e6d6a9cc82f2244b5c6d4e26d3315caf6 (patch)
tree9de6c38c8832b8627a782fe75ba418dd240b3b01 /src/game/Debugcmds.cpp
parent6f256824233ae004cf3fc93d1626e91c279452ea (diff)
[8169] Implement new optional table `spell_check` and console command .debug spellcheck Author: VladimirMangos
* Table expected to be store data mirror same data in code: - explicit spell ids with related expected spell properties like effects, spell family or auras - implicit requirements for select some spell sets like spell family masks, icons or visual values * For check can be used .debug spellcheck _console_ only command. * Main purpose table and related command check code parts for outdated data at client switch. It also can be used for check data in patch writing time to be sure code correctness. --HG-- branch : trunk
Diffstat (limited to 'src/game/Debugcmds.cpp')
-rw-r--r--src/game/Debugcmds.cpp9
1 files changed, 9 insertions, 0 deletions
diff --git a/src/game/Debugcmds.cpp b/src/game/Debugcmds.cpp
index eabf720f17b..e504865cbc3 100644
--- a/src/game/Debugcmds.cpp
+++ b/src/game/Debugcmds.cpp
@@ -36,6 +36,7 @@
#include "CellImpl.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
+#include "SpellMgr.h"
bool ChatHandler::HandleDebugSendSpellFailCommand(const char* args)
{
@@ -800,6 +801,14 @@ bool ChatHandler::HandleDebugSpawnVehicle(const char* args)
return true;
}
+bool ChatHandler::HandleDebugSpellCheckCommand(const char* /*args*/)
+{
+ sLog.outString( "Check expected in code spell properties base at table 'spell_check' content...");
+ spellmgr.CheckUsedSpells("spell_check");
+ return true;
+}
+
+
bool ChatHandler::HandleDebugSendLargePacketCommand(const char* /*args*/)
{
const char* stuffingString = "This is a dummy string to push the packet's size beyond 128000 bytes. ";