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authorariel- <ariel-@users.noreply.github.com>2018-02-01 13:10:51 -0300
committerShauren <shauren.trinity@gmail.com>2021-08-28 15:59:11 +0200
commit65dca120d34febdaa84a63e17f638ab0fa59b3df (patch)
tree6e9cdb496c1c5208ac438c3ce8ad4da5726ab2e4 /src/server/game/Spells/SpellMgr.cpp
parentf3548d45d0a74203ef6f5c7282c31ba794ddf7a1 (diff)
Core/Spells: rework part 4: iterate over effects first
Ref #18395 Implement far spell queue processing Closes #7395 (cherry picked from commit 080d2c6cd439acb2059adc4e24a279de98aa0db6)
Diffstat (limited to 'src/server/game/Spells/SpellMgr.cpp')
-rw-r--r--src/server/game/Spells/SpellMgr.cpp14
1 files changed, 0 insertions, 14 deletions
diff --git a/src/server/game/Spells/SpellMgr.cpp b/src/server/game/Spells/SpellMgr.cpp
index 78fe53bb051..1e6d3cbd5f5 100644
--- a/src/server/game/Spells/SpellMgr.cpp
+++ b/src/server/game/Spells/SpellMgr.cpp
@@ -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)