From 4997e316d9e4bf529e131d45528fff404d99b836 Mon Sep 17 00:00:00 2001 From: Shauren Date: Thu, 13 May 2021 00:38:09 +0200 Subject: Core/Spells: Expose number of targets selected for each spell effect to scripts to allow implementing spells that do something depending on number of targets hit (cherry picked from commit 1a7779a6e6464d9bc5b367e02820213edd60f704) --- src/server/game/Spells/SpellEffects.cpp | 12 +----------- 1 file changed, 1 insertion(+), 11 deletions(-) (limited to 'src/server/game/Spells/SpellEffects.cpp') diff --git a/src/server/game/Spells/SpellEffects.cpp b/src/server/game/Spells/SpellEffects.cpp index 6b4192efaef..77387b17798 100644 --- a/src/server/game/Spells/SpellEffects.cpp +++ b/src/server/game/Spells/SpellEffects.cpp @@ -332,18 +332,8 @@ void Spell::EffectSchoolDMG() // Meteor like spells (divided damage to targets) if (m_spellInfo->HasAttribute(SPELL_ATTR0_CU_SHARE_DAMAGE)) { - uint32 count = 0; - for (auto ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit) - { - if (ihit->MissCondition != SPELL_MISS_NONE) - continue; - - if (ihit->EffectMask & (1 << effectInfo->EffectIndex)) - ++count; - } - // divide to all targets - if (count) + if (int64 count = GetUnitTargetCountForEffect(SpellEffIndex(effectInfo->EffectIndex))) damage /= count; } -- cgit v1.2.3