//TODO: If CastFlags is 0x02 then there is some projectile information and maybe even MovementData. public CMSG_CAST_SPELL_Payload(byte castCount, int spellId, SpellTargetInfo targetInformation) : this() { CastCount = castCount; SpellId = spellId; CastFlags = 0; //TODO: Expose CastFlags for 0x02 projectile stuff. TargetInformation = targetInformation; }
} = 0; //TC always uses 0 public SpellCastData(PackedGuid spellSource, PackedGuid spellTarget, byte spellCastCount, int spellId, SpellCastFlag castFlags, uint timeDiff, ObjectGuid[] hitTargets, SpellMissInfo[] spellMisses, SpellTargetInfo targetInfo, int powerValue, AdjustableSpellMissleInfo optionalAdjustableMissle, AmmoInfo amunitionInformation, ulong optionalVisualChainData) { SpellSource = spellSource; SpellTarget = spellTarget; SpellCastCount = spellCastCount; SpellId = spellId; CastFlags = castFlags; TimeDiff = timeDiff; HitTargets = hitTargets; SpellMisses = spellMisses; TargetInfo = targetInfo; PowerValue = powerValue; OptionalAdjustableMissle = optionalAdjustableMissle; AmunitionInformation = amunitionInformation; OptionalVisualChainData = optionalVisualChainData; }
public StartSpellCastData(PackedGuid spellSource, PackedGuid spellTarget, byte spellCastCount, int spellId, SpellCastFlag castFlags, uint timeDiff, ObjectGuid[] hitTargets, SpellMissInfo[] spellMisses, SpellTargetInfo targetInfo, int powerValue, AdjustableSpellMissleInfo optionalAdjustableMissle, AmmoInfo amunitionInformation, ulong optionalVisualChainData) : base(spellSource, spellTarget, spellCastCount, spellId, castFlags, timeDiff, hitTargets, spellMisses, targetInfo, powerValue, optionalAdjustableMissle, amunitionInformation, optionalVisualChainData) { }