#define RegisterSpellAndAuraScriptPair(script_1, script_2)
@ SPELL_EFFECT_APPLY_AURA
@ AURA_EFFECT_HANDLE_REAL
@ TRIGGERED_IGNORE_CAST_IN_PROGRESS
Will not check if a current cast is in progress.
@ TRIGGERED_DONT_REPORT_CAST_ERROR
Will return SPELL_FAILED_DONT_REPORT in CheckCast functions.
#define SpellEffectFn(F, I, N)
#define AuraEffectRemoveFn(F, I, N, M)
HookList< EffectApplyHandler > AfterEffectRemove
void HandleAfterEffectRemove(AuraEffect const *, AuraEffectHandleModes) const
bool Validate(SpellInfo const *) override
void HandleHitTarget(SpellEffIndex) const
bool Validate(SpellInfo const *) override
static bool ValidateSpellInfo(std::initializer_list< uint32 > spellIds)
Unit * GetHitUnit() const
HookList< EffectHandler > OnEffectHitTarget
SpellCastResult CastSpell(CastSpellTargetArg const &targets, uint32 spellId, CastSpellExtraArgs const &args={ })
static constexpr uint32 FadeToBlack
static constexpr uint32 MOPHordeIntroMoviePlay