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Spell Copies will pull spell effects / lua data also -- just in case

image 3 years ago
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9ebe3fbec0
1 changed files with 13 additions and 0 deletions
  1. 13 0
      EQ2/source/WorldServer/Spells.cpp

+ 13 - 0
EQ2/source/WorldServer/Spells.cpp

@@ -146,6 +146,19 @@ Spell::Spell(Spell* host_spell)
 		LevelArray* lvlArray = *itr;
 		AddSpellLevel(lvlArray->adventure_class, lvlArray->tradeskill_class, lvlArray->spell_level);
 	}
+
+	std::vector<SpellDisplayEffect*>::iterator sdeitr;
+	for (sdeitr = host_spell->effects.begin(); sdeitr != host_spell->effects.end(); sdeitr++)
+	{
+		SpellDisplayEffect* sde = *sdeitr;
+		AddSpellEffect(sde->percentage, sde->subbullet, sde->description);
+	}
+
+	vector<LUAData*>::iterator luaitr;
+	for (luaitr = lua_data.begin(); luaitr != lua_data.end(); luaitr++) {
+		LUAData* data = *luaitr;
+		AddSpellLuaData(data->type, data->int_value, data->int_value2, data->float_value, data->float_value2, data->bool_value, string(data->string_value), string(data->string_value2), string(data->string_helper));
+	}
 	host_spell->UnlockSpellInfo();
 
 	MSpellInfo.SetName("Spell::MSpellInfo");