diff options
Diffstat (limited to 'src/server/game/Spells')
-rw-r--r-- | src/server/game/Spells/SpellScript.h | 58 |
1 files changed, 29 insertions, 29 deletions
diff --git a/src/server/game/Spells/SpellScript.h b/src/server/game/Spells/SpellScript.h index bc4050b428a..f24993af1fd 100644 --- a/src/server/game/Spells/SpellScript.h +++ b/src/server/game/Spells/SpellScript.h @@ -889,7 +889,7 @@ public: #define SpellCalcDamageFn(F) DamageAndHealingCalcHandler(&F) // example: CalcHealing += SpellCalcHealingFn(class::function); - // where function is void function(SpellEffectInfo const& spellEffectInfo, Unit* victim, int32& healing, int32& flatMod, float& pctMod) + // where function is void function(SpellEffectInfo const& effectInfo, Unit* victim, int32& healing, int32& flatMod, float& pctMod) HookList<DamageAndHealingCalcHandler> CalcHealing; #define SpellCalcHealingFn(F) DamageAndHealingCalcHandler(&F) @@ -2066,113 +2066,113 @@ public: // // executed when area aura checks if it can be applied on target // example: OnEffectApply += AuraEffectApplyFn(class::function); - // where function is: bool function (Unit* target); + // where function is: bool function(Unit* target); HookList<CheckAreaTargetHandler> DoCheckAreaTarget; #define AuraCheckAreaTargetFn(F) CheckAreaTargetHandler(&F) // executed when aura is dispelled by a unit // example: OnDispel += AuraDispelFn(class::function); - // where function is: void function (DispelInfo* dispelInfo); + // where function is: void function(DispelInfo* dispelInfo); HookList<AuraDispelHandler> OnDispel; // executed after aura is dispelled by a unit // example: AfterDispel += AuraDispelFn(class::function); - // where function is: void function (DispelInfo* dispelInfo); + // where function is: void function(DispelInfo* dispelInfo); HookList<AuraDispelHandler> AfterDispel; #define AuraDispelFn(F) AuraDispelHandler(&F) // executed on every heartbeat of a unit // example: OnHeartbeat += AuraHeartbeatFn(class::function); - // where function is: void function (); + // where function is: void function(); HookList<AuraHeartbeatHandler> OnHeartbeat; #define AuraHeartbeatFn(F) AuraHeartbeatHandler(&F) // executed when aura effect is applied with specified mode to target // should be used when when effect handler preventing/replacing is needed, do not use this hook for triggering spellcasts/removing auras etc - may be unsafe // example: OnEffectApply += AuraEffectApplyFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier, AuraEffectHandleModes); - // where function is: void function (AuraEffect const* aurEff, AuraEffectHandleModes mode); + // where function is: void function(AuraEffect const* aurEff, AuraEffectHandleModes mode); HookList<EffectApplyHandler> OnEffectApply; // executed after aura effect is applied with specified mode to target // example: AfterEffectApply += AuraEffectApplyFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier, AuraEffectHandleModes); - // where function is: void function (AuraEffect const* aurEff, AuraEffectHandleModes mode); + // where function is: void function(AuraEffect const* aurEff, AuraEffectHandleModes mode); HookList<EffectApplyHandler> AfterEffectApply; #define AuraEffectApplyFn(F, I, N, M) EffectApplyHandler(&F, I, N, M) // executed after aura effect is removed with specified mode from target // should be used when effect handler preventing/replacing is needed, do not use this hook for triggering spellcasts/removing auras etc - may be unsafe // example: OnEffectRemove += AuraEffectRemoveFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier, AuraEffectHandleModes); - // where function is: void function (AuraEffect const* aurEff, AuraEffectHandleModes mode); + // where function is: void function(AuraEffect const* aurEff, AuraEffectHandleModes mode); HookList<EffectApplyHandler> OnEffectRemove; // executed when aura effect is removed with specified mode from target // example: AfterEffectRemove += AuraEffectRemoveFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier, AuraEffectHandleModes); - // where function is: void function (AuraEffect const* aurEff, AuraEffectHandleModes mode); + // where function is: void function(AuraEffect const* aurEff, AuraEffectHandleModes mode); HookList<EffectApplyHandler> AfterEffectRemove; #define AuraEffectRemoveFn(F, I, N, M) EffectApplyHandler(&F, I, N, M) // executed when periodic aura effect ticks on target // example: OnEffectPeriodic += AuraEffectPeriodicFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier); - // where function is: void function (AuraEffect const* aurEff); + // where function is: void function(AuraEffect const* aurEff); HookList<EffectPeriodicHandler> OnEffectPeriodic; #define AuraEffectPeriodicFn(F, I, N) EffectPeriodicHandler(&F, I, N) // executed when periodic aura effect is updated // example: OnEffectUpdatePeriodic += AuraEffectUpdatePeriodicFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier); - // where function is: void function (AuraEffect* aurEff); + // where function is: void function(AuraEffect* aurEff); HookList<EffectUpdatePeriodicHandler> OnEffectUpdatePeriodic; #define AuraEffectUpdatePeriodicFn(F, I, N) EffectUpdatePeriodicHandler(&F, I, N) // executed when aura effect calculates amount // example: DoEffectCalcAmount += AuraEffectCalcAmounFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier); - // where function is: void function (AuraEffect* aurEff, int32& amount, bool& canBeRecalculated); + // where function is: void function(AuraEffect* aurEff, int32& amount, bool& canBeRecalculated); HookList<EffectCalcAmountHandler> DoEffectCalcAmount; #define AuraEffectCalcAmountFn(F, I, N) EffectCalcAmountHandler(&F, I, N) // executed when aura effect calculates periodic data // example: DoEffectCalcPeriodic += AuraEffectCalcPeriodicFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier); - // where function is: void function (AuraEffect const* aurEff, bool& isPeriodic, int32& amplitude); + // where function is: void function(AuraEffect const* aurEff, bool& isPeriodic, int32& amplitude); HookList<EffectCalcPeriodicHandler> DoEffectCalcPeriodic; #define AuraEffectCalcPeriodicFn(F, I, N) EffectCalcPeriodicHandler(&F, I, N) // executed when aura effect calculates spellmod // example: DoEffectCalcSpellMod += AuraEffectCalcSpellModFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier); - // where function is: void function (AuraEffect const* aurEff, SpellModifier*& spellMod); + // where function is: void function(AuraEffect const* aurEff, SpellModifier*& spellMod); HookList<EffectCalcSpellModHandler> DoEffectCalcSpellMod; #define AuraEffectCalcSpellModFn(F, I, N) EffectCalcSpellModHandler(&F, I, N) // executed when aura effect calculates crit chance for dots and hots // example: DoEffectCalcCritChance += AuraEffectCalcCritChanceFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier); - // where function is: void function (AuraEffect const* aurEff, Unit* victim, float& critChance); + // where function is: void function(AuraEffect const* aurEff, Unit* victim, float& critChance); HookList<EffectCalcCritChanceHandler> DoEffectCalcCritChance; #define AuraEffectCalcCritChanceFn(F, I, N) EffectCalcCritChanceHandler(&F, I, N) // executed when aura effect calculates damage or healing for dots and hots // example: DoEffectCalcDamageAndHealing += AuraEffectCalcDamageFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier); // example: DoEffectCalcDamageAndHealing += AuraEffectCalcHealingFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier); - // where function is: void function (AuraEffect const* aurEff, Unit* victim, int32& damageOrHealing, int32& flatMod, float& pctMod); + // where function is: void function(AuraEffect const* aurEff, Unit* victim, int32& damageOrHealing, int32& flatMod, float& pctMod); HookList<EffectCalcDamageAndHealingHandler> DoEffectCalcDamageAndHealing; #define AuraEffectCalcDamageFn(F, I, N) EffectCalcDamageAndHealingHandler(&F, I, N) #define AuraEffectCalcHealingFn(F, I, N) EffectCalcDamageAndHealingHandler(&F, I, N) // executed when absorb aura effect is going to reduce damage // example: OnEffectAbsorb += AuraEffectAbsorbFn(class::function, EffectIndexSpecifier); - // where function is: void function (AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount); + // where function is: void function(AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount); HookList<EffectAbsorbHandler> OnEffectAbsorb; #define AuraEffectAbsorbFn(F, I) EffectAbsorbHandler(&F, I, SPELL_AURA_SCHOOL_ABSORB) #define AuraEffectAbsorbOverkillFn(F, I) EffectAbsorbHandler(&F, I, SPELL_AURA_SCHOOL_ABSORB_OVERKILL) // executed after absorb aura effect reduced damage to target - absorbAmount is real amount absorbed by aura // example: AfterEffectAbsorb += AuraEffectAbsorbFn(class::function, EffectIndexSpecifier); - // where function is: void function (AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount); + // where function is: void function(AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount); HookList<EffectAbsorbHandler> AfterEffectAbsorb; // executed when absorb aura effect is going to reduce damage // example: OnEffectAbsorbHeal += AuraEffectAbsorbHealFn(class::function, EffectIndexSpecifier); - // where function is: void function (AuraEffect const* aurEff, HealInfo& healInfo, uint32& absorbAmount); + // where function is: void function(AuraEffect const* aurEff, HealInfo& healInfo, uint32& absorbAmount); HookList<EffectAbsorbHealHandler> OnEffectAbsorbHeal; #define AuraEffectAbsorbHealFn(F, I) EffectAbsorbHealHandler(&F, I, SPELL_AURA_SCHOOL_HEAL_ABSORB) // executed after absorb aura effect reduced heal to target - absorbAmount is real amount absorbed by aura // example: AfterEffectAbsorbHeal += AuraEffectAbsorbHealFn(class::function, EffectIndexSpecifier); - // where function is: void function (AuraEffect* aurEff, HealInfo& healInfo, uint32& absorbAmount); + // where function is: void function(AuraEffect* aurEff, HealInfo& healInfo, uint32& absorbAmount); HookList<EffectAbsorbHealHandler> AfterEffectAbsorbHeal; // executed when mana shield aura effect is going to reduce damage @@ -2183,48 +2183,48 @@ public: // executed after mana shield aura effect reduced damage to target - absorbAmount is real amount absorbed by aura // example: AfterEffectManaShield += AuraEffectManaShieldFn(class::function, EffectIndexSpecifier); - // where function is: void function (AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount); + // where function is: void function(AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& absorbAmount); HookList<EffectAbsorbHandler> AfterEffectManaShield; // executed when the caster of some spell with split dmg aura gets damaged through it // example: OnEffectSplit += AuraEffectSplitFn(class::function, EffectIndexSpecifier); - // where function is: void function (AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& splitAmount); + // where function is: void function(AuraEffect* aurEff, DamageInfo& dmgInfo, uint32& splitAmount); HookList<EffectAbsorbHandler> OnEffectSplit; #define AuraEffectSplitFn(F, I) EffectAbsorbHandler(&F, I, SPELL_AURA_SPLIT_DAMAGE_PCT) // executed when aura checks if it can proc // example: DoCheckProc += AuraCheckProcFn(class::function); - // where function is: bool function (ProcEventInfo& eventInfo); + // where function is: bool function(ProcEventInfo& eventInfo); HookList<CheckProcHandler> DoCheckProc; #define AuraCheckProcFn(F) CheckProcHandler(&F) // executed when aura effect checks if it can proc the aura // example: DoCheckEffectProc += AuraCheckEffectProcFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier); - // where function is bool function (AuraEffect const* aurEff, ProcEventInfo& eventInfo); + // where function is bool function(AuraEffect const* aurEff, ProcEventInfo& eventInfo); HookList<CheckEffectProcHandler> DoCheckEffectProc; #define AuraCheckEffectProcFn(F, I, N) CheckEffectProcHandler(&F, I, N) // executed before aura procs (possibility to prevent charge drop/cooldown) // example: DoPrepareProc += AuraProcFn(class::function); - // where function is: void function (ProcEventInfo& eventInfo); + // where function is: void function(ProcEventInfo& eventInfo); HookList<AuraProcHandler> DoPrepareProc; // executed when aura procs // example: OnProc += AuraProcFn(class::function); - // where function is: void function (ProcEventInfo& eventInfo); + // where function is: void function(ProcEventInfo& eventInfo); HookList<AuraProcHandler> OnProc; // executed after aura proced // example: AfterProc += AuraProcFn(class::function); - // where function is: void function (ProcEventInfo& eventInfo); + // where function is: void function(ProcEventInfo& eventInfo); HookList<AuraProcHandler> AfterProc; #define AuraProcFn(F) AuraProcHandler(&F) // executed when aura effect procs // example: OnEffectProc += AuraEffectProcFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier); - // where function is: void function (AuraEffect* aurEff, ProcEventInfo& procInfo); + // where function is: void function(AuraEffect* aurEff, ProcEventInfo& procInfo); HookList<EffectProcHandler> OnEffectProc; // executed after aura effect proced // example: AfterEffectProc += AuraEffectProcFn(class::function, EffectIndexSpecifier, EffectAuraNameSpecifier); - // where function is: void function (AuraEffect* aurEff, ProcEventInfo& procInfo); + // where function is: void function(AuraEffect* aurEff, ProcEventInfo& procInfo); HookList<EffectProcHandler> AfterEffectProc; #define AuraEffectProcFn(F, I, N) EffectProcHandler(&F, I, N) |