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Merge branch '3.3.5-spellfacing' into 3.3.5-base (PR #15641)
(cherry picked from commit 233297c5c8)
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@@ -598,6 +598,8 @@ m_spellValue(new SpellValue(caster->GetMap()->GetDifficultyID(), m_spellInfo)),
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//Auto Shot & Shoot (wand)
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m_autoRepeat = m_spellInfo->IsAutoRepeatRangedSpell();
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m_isDelayedInstantCast = false;
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m_runesState = 0;
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m_casttime = 0; // setup to correct value in Spell::prepare, must not be used before.
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@@ -2986,6 +2988,27 @@ void Spell::prepare(SpellCastTargets const* targets, AuraEffect const* triggered
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else
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m_casttime = m_spellInfo->CalcCastTime(m_caster->getLevel(), this);
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if (m_caster->GetTypeId() == TYPEID_UNIT && !m_caster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED)) // _UNIT actually means creature. for some reason.
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if (!(IsNextMeleeSwingSpell() || IsAutoRepeat() || _triggeredCastFlags & TRIGGERED_IGNORE_SET_FACING))
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{
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if (m_targets.GetObjectTarget() && m_caster != m_targets.GetObjectTarget())
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{
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if (m_caster->ToCreature()->FocusTarget(this, m_targets.GetObjectTarget()))
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{
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m_isDelayedInstantCast = true;
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m_timer = 100; // 100ms delay ensures client has updated creature orientation when cast goes off
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}
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}
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else if (m_spellInfo->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST))
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{
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if (m_caster->ToCreature()->FocusTarget(this, nullptr))
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{
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m_isDelayedInstantCast = true;
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m_timer = 100;
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}
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}
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}
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// don't allow channeled spells / spells with cast time to be cast while moving
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// (even if they are interrupted on moving, spells with almost immediate effect get to have their effect processed before movement interrupter kicks in)
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// don't cancel spells which are affected by a SPELL_AURA_CAST_WHILE_WALKING effect
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@@ -3023,18 +3046,14 @@ void Spell::prepare(SpellCastTargets const* targets, AuraEffect const* triggered
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}
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m_caster->SetCurrentCastSpell(this);
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SendSpellStart();
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// set target for proper facing
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if ((m_casttime || m_spellInfo->IsChanneled()) && !(_triggeredCastFlags & TRIGGERED_IGNORE_SET_FACING))
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if (m_caster->GetTypeId() == TYPEID_UNIT && m_targets.GetObjectTarget() && m_caster != m_targets.GetObjectTarget())
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m_caster->ToCreature()->FocusTarget(this, m_targets.GetObjectTarget());
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if (!m_isDelayedInstantCast)
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SendSpellStart();
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if (!(_triggeredCastFlags & TRIGGERED_IGNORE_GCD))
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TriggerGlobalCooldown();
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//item: first cast may destroy item and second cast causes crash
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if (!m_casttime && !m_spellInfo->StartRecoveryTime && !m_castItemGUID && GetCurrentContainer() == CURRENT_GENERIC_SPELL)
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if (!m_casttime && !m_isDelayedInstantCast && !m_spellInfo->StartRecoveryTime && !m_castItemGUID && GetCurrentContainer() == CURRENT_GENERIC_SPELL)
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cast(true);
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}
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}
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@@ -3043,6 +3062,9 @@ void Spell::cancel()
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{
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if (m_spellState == SPELL_STATE_FINISHED)
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return;
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// delayed instant casts are used for client-side visual orientation; they are treated as instant for all intents and purposes server-side, and thus cannot be interrupted by another cast
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if (m_isDelayedInstantCast)
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return;
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uint32 oldState = m_spellState;
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m_spellState = SPELL_STATE_FINISHED;
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@@ -3112,6 +3134,9 @@ void Spell::cast(bool skipCheck)
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return;
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}
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if (m_isDelayedInstantCast)
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SendSpellStart();
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if (Player* playerCaster = m_caster->ToPlayer())
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{
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// now that we've done the basic check, now run the scripts
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@@ -3191,6 +3216,16 @@ void Spell::cast(bool skipCheck)
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}
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}
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// if the spell allows the creature to turn while casting, then adjust server-side orientation to face the target now
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// client-side orientation is handled by the client itself, as the cast target is targeted due to Creature::FocusTarget
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if (m_caster->GetTypeId() == TYPEID_UNIT && !m_caster->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PLAYER_CONTROLLED))
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if (!m_spellInfo->HasAttribute(SPELL_ATTR5_DONT_TURN_DURING_CAST))
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if (WorldObject* objTarget = m_targets.GetObjectTarget())
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{
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m_caster->SetInFront(objTarget);
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m_caster->SetFacingToObject(objTarget);
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}
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SelectSpellTargets();
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// Spell may be finished after target map check
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@@ -3297,6 +3332,9 @@ void Spell::cast(bool skipCheck)
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}
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SetExecutedCurrently(false);
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if (Creature* creatureCaster = m_caster->ToCreature())
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creatureCaster->ReleaseFocus(this);
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}
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void Spell::handle_immediate()
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