Пример #1
0
        //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)
 {
 }