Implement gameobject spell casting (#271)

* Some initial work.

* More work.

* Just a few more errors fixed.

* More progress.

* Fixed all errors in main spell code.

* It compiles!

* Change order of function declarations.

* Fix healing effects.

* Remove empty lines.

* Try to fix travis build.

* Fix old version of Slice and Dice.

* Headers cleanup.

* Move gameobjects list back to unit class.
This commit is contained in:
ratkosrb
2019-09-18 23:40:41 +03:00
committed by GitHub
parent 6b52729ed8
commit 428aa18976
40 changed files with 4010 additions and 3418 deletions
+2 -2
View File
@@ -1837,7 +1837,7 @@ bool ScriptMgr::OnProcessEvent(uint32 eventId, Object* pSource, Object* pTarget,
return pTempScript->pProcessEventId(eventId, pSource, pTarget, isStart);
}
bool ScriptMgr::OnEffectDummy(Unit* pCaster, uint32 spellId, SpellEffectIndex effIndex, Creature* pTarget)
bool ScriptMgr::OnEffectDummy(WorldObject* pCaster, uint32 spellId, SpellEffectIndex effIndex, Creature* pTarget)
{
Script* pTempScript = m_scripts[pTarget->GetScriptId()];
@@ -1847,7 +1847,7 @@ bool ScriptMgr::OnEffectDummy(Unit* pCaster, uint32 spellId, SpellEffectIndex ef
return pTempScript->pEffectDummyCreature(pCaster, spellId, effIndex, pTarget);
}
bool ScriptMgr::OnEffectDummy(Unit* pCaster, uint32 spellId, SpellEffectIndex effIndex, GameObject* pTarget)
bool ScriptMgr::OnEffectDummy(WorldObject* pCaster, uint32 spellId, SpellEffectIndex effIndex, GameObject* pTarget)
{
Script* pTempScript = m_scripts[pTarget->GetGOInfo()->ScriptId];