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refactor(Core/Spell): Use ApplySpellFix with SpellInfo (#9938)
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@@ -310,8 +310,10 @@ private:
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static std::array<StaticData, TOTAL_SPELL_EFFECTS> _data;
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};
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class SpellInfo
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class AC_GAME_API SpellInfo
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{
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friend class SpellMgr;
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public:
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uint32 Id;
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SpellCategoryEntry const* CategoryEntry;
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@@ -518,13 +520,23 @@ public:
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bool IsDifferentRankOf(SpellInfo const* spellInfo) const;
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bool IsHighRankOf(SpellInfo const* spellInfo) const;
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// loading helpers
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void _InitializeExplicitTargetMask();
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std::array<SpellEffectInfo, MAX_SPELL_EFFECTS> const& GetEffects() const { return Effects; }
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SpellEffectInfo const& GetEffect(SpellEffIndex index) const { ASSERT(index < Effects.size()); return Effects[index]; }
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bool _IsPositiveEffect(uint8 effIndex, bool deep) const;
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bool _IsPositiveSpell() const;
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static bool _IsPositiveTarget(uint32 targetA, uint32 targetB);
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private:
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// loading helpers
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void _InitializeExplicitTargetMask();
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AuraStateType LoadAuraState() const;
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SpellSpecificType LoadSpellSpecific() const;
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std::array<SpellEffectInfo, MAX_SPELL_EFFECTS>& _GetEffects() { return Effects; }
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SpellEffectInfo& _GetEffect(SpellEffIndex index) { ASSERT(index < Effects.size()); return Effects[index]; }
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// unloading helpers
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void _UnloadImplicitTargetConditionLists();
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};
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