refactor(Core/SpellInfo): Positive/Negative spells from SpellFamilyName into DB (#3149)

* Implement SPELL_ATTR0_CU_POSITIVE_EFF0

* Implement SPELL_ATTR0_CU_POSITIVE_EFF1

* Implement SPELL_ATTR0_CU_POSITIVE_EFF2

* Move SpellFamilyName spells into DB to define if they are POSITIVE or NEGATIVE spells

* Rename column from entry to spell_id to make more sense
This commit is contained in:
Kitzunu
2020-08-16 13:25:26 +02:00
committed by GitHub
parent 95dff359be
commit 8b9cec620d
4 changed files with 117 additions and 93 deletions

View File

@@ -186,8 +186,12 @@ enum SpellCustomAttributes
SPELL_ATTR0_CU_SINGLE_AURA_STACK = 0x00400000, // pussywizard
SPELL_ATTR0_CU_SCHOOLMASK_NORMAL_WITH_MAGIC = 0x00800000,
SPELL_ATTR0_CU_ENCOUNTER_REWARD = 0x01000000, // pussywizard
SPELL_ATTR0_CU_POSITIVE_EFF0 = 0x02000000,
SPELL_ATTR0_CU_POSITIVE_EFF1 = 0x04000000,
SPELL_ATTR0_CU_POSITIVE_EFF2 = 0x08000000,
SPELL_ATTR0_CU_NEGATIVE = SPELL_ATTR0_CU_NEGATIVE_EFF0 | SPELL_ATTR0_CU_NEGATIVE_EFF1 | SPELL_ATTR0_CU_NEGATIVE_EFF2,
SPELL_ATTR0_CU_POSITIVE = SPELL_ATTR0_CU_POSITIVE_EFF0 | SPELL_ATTR0_CU_POSITIVE_EFF1 | SPELL_ATTR0_CU_POSITIVE_EFF2,
};
uint32 GetTargetFlagMask(SpellTargetObjectTypes objType);