Esempio n. 1
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 public SpellEntry(int spell_idx, SpellClass _spellClass, sbyte _spellLevel,
                   int _fixedRange, int _perLvlRange,
                   int _fixedDuration, byte _perLvlDuration,
                   byte f6, SpellTargets _targets,
                   DamageOnSave _damageOnSave, SaveVerseType _saveVerse,
                   Affects _affectId, SpellWhen _whenCast,
                   int _castingDelay, int _priority, byte fe, byte ff)
 {
     spellClass     = _spellClass;
     spellLevel     = _spellLevel;
     fixedRange     = _fixedRange;
     perLvlRange    = _perLvlRange;
     fixedDuration  = _fixedDuration;
     perLvlDuration = _perLvlDuration;
     field_6        = f6;
     targetType     = _targets;
     damageOnSave   = _damageOnSave;
     saveVerse      = _saveVerse;
     affect_id      = _affectId;
     whenCast       = _whenCast;
     castingDelay   = _castingDelay;
     priority       = _priority;
     field_E        = fe;
     field_F        = ff;
     spellIdx       = spell_idx;
 }
Esempio n. 2
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        public SpellWhen whenCast; //seg600:37E7 unk_19AF7

        #endregion Fields

        #region Constructors

        public SpellEntry(int spell_idx, SpellClass _spellClass, sbyte _spellLevel,
            int _fixedRange, int _perLvlRange,
            int _fixedDuration, byte _perLvlDuration,
            byte f6, SpellTargets _targets,
            DamageOnSave _damageOnSave, SaveVerseType _saveVerse,
            Affects _affectId, SpellWhen _whenCast,
            int _castingDelay, int _priority, byte fe, byte ff)
        {
            spellClass = _spellClass;
            spellLevel = _spellLevel;
            fixedRange = _fixedRange;
            perLvlRange = _perLvlRange;
            fixedDuration = _fixedDuration;
            perLvlDuration = _perLvlDuration;
            field_6 = f6;
            targetType = _targets;
            damageOnSave = _damageOnSave;
            saveVerse = _saveVerse;
            affect_id = _affectId;
            whenCast = _whenCast;
            castingDelay = _castingDelay;
            priority = _priority;
            field_E = fe;
            field_F = ff;
            spellIdx = spell_idx;
        }