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*Use #defines instead of spellids for often used spells.
*Make recently broken talent Improved Healthstone work again - by iadus3. --HG-- branch : trunk
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+8
-8
@@ -1911,7 +1911,7 @@ void Player::ProcessDelayedOperations()
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if(m_DelayedOperations & DELAYED_SPELL_CAST_DESERTER)
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{
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CastSpell(this, 26013, true); // Deserter
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CastSpell(this, SPELL_ID_DESERTER, true); // Deserter
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}
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//we have executed ALL delayed ops, so clear the flag
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@@ -4168,8 +4168,8 @@ void Player::BuildPlayerRepop()
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GetSession()->SendPacket(&data);
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if(getRace() == RACE_NIGHTELF)
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CastSpell(this, 20584, true); // auras SPELL_AURA_INCREASE_SPEED(+speed in wisp form), SPELL_AURA_INCREASE_SWIM_SPEED(+swim speed in wisp form), SPELL_AURA_TRANSFORM (to wisp form)
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CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
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CastSpell(this, SPELL_ID_NE_GHOST, true);
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CastSpell(this, SPELL_ID_GHOST, true);
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// there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
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// there must be SMSG.STOP_MIRROR_TIMER
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@@ -4238,8 +4238,8 @@ void Player::ResurrectPlayer(float restore_percent, bool applySickness)
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// remove death flag + set aura
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SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00);
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if(getRace() == RACE_NIGHTELF)
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RemoveAurasDueToSpell(20584); // speed bonuses
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RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
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RemoveAurasDueToSpell(SPELL_ID_NE_GHOST); // speed bonuses
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RemoveAurasDueToSpell(SPELL_ID_GHOST); // SPELL_AURA_GHOST
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setDeathState(ALIVE);
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@@ -18510,7 +18510,7 @@ void Player::LeaveBattleground(bool teleportToEntryPoint)
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return;
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}
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CastSpell(this, 26013, true); // Deserter
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CastSpell(this, SPELL_ID_DESERTER, true); // Deserter
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}
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}
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}
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@@ -18519,7 +18519,7 @@ void Player::LeaveBattleground(bool teleportToEntryPoint)
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bool Player::CanJoinToBattleground() const
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{
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// check Deserter debuff
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if(HasAura(26013))
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if(HasAura(SPELL_ID_DESERTER))
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return false;
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return true;
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@@ -18978,7 +18978,7 @@ void Player::SendInitialPacketsAfterAddToMap()
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data << uint32(0x00000000); // on blizz it increments periodically
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GetSession()->SendPacket(&data);
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CastSpell(this, 836, true); // LOGINEFFECT
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CastSpell(this, SPELL_ID_LOGINEFFECT, true); // LOGINEFFECT
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// set some aura effects that send packet to player client after add player to map
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// SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
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