Core/GameObjects: Fixed gameobject spell casts failing when triggered by SPELL_EFFECT_OPEN_LOCK

This commit is contained in:
Shauren
2024-12-04 20:00:43 +01:00
parent 2cf2535cd6
commit 3177c410e4
3 changed files with 11 additions and 9 deletions

View File

@@ -2569,12 +2569,14 @@ void GameObject::SwitchDoorOrButton(bool activate, bool alternative /* = false *
SetGoState(GO_STATE_READY);
}
void GameObject::Use(Unit* user)
void GameObject::Use(Unit* user, bool ignoreCastInProgress /*= false*/)
{
// by default spell caster is user
Unit* spellCaster = user;
uint32 spellId = 0;
bool triggered = false;
CastSpellExtraArgs spellArgs;
if (ignoreCastInProgress)
spellArgs.TriggerFlags |= TRIGGERED_IGNORE_CAST_IN_PROGRESS;
if (Player* playerUser = user->ToPlayer())
{
@@ -2966,7 +2968,7 @@ void GameObject::Use(Unit* user)
if (fishingPool)
{
fishingPool->Use(player);
fishingPool->Use(player, ignoreCastInProgress);
SetLootState(GO_JUST_DEACTIVATED);
}
else
@@ -3049,7 +3051,7 @@ void GameObject::Use(Unit* user)
player->CastSpell(player, info->ritual.animSpell, true);
// for this case, summoningRitual.spellId is always triggered
triggered = true;
spellArgs.TriggerFlags = TRIGGERED_FULL_MASK;
}
// full amount unique participants including original summoner
@@ -3065,7 +3067,7 @@ void GameObject::Use(Unit* user)
// spell have reagent and mana cost but it not expected use its
// it triggered spell in fact cast at currently channeled GO
spellId = 61993;
triggered = true;
spellArgs.TriggerFlags = TRIGGERED_FULL_MASK;
}
// Cast casterTargetSpell at a random GO user
@@ -3495,10 +3497,10 @@ void GameObject::Use(Unit* user)
sOutdoorPvPMgr->HandleCustomSpell(player, spellId, this);
if (spellCaster)
spellCaster->CastSpell(user, spellId, triggered);
spellCaster->CastSpell(user, spellId, spellArgs);
else
{
SpellCastResult castResult = CastSpell(user, spellId);
SpellCastResult castResult = CastSpell(user, spellId, spellArgs);
if (castResult == SPELL_FAILED_SUCCESS)
{
switch (GetGoType())

View File

@@ -297,7 +297,7 @@ class TC_GAME_API GameObject : public WorldObject, public GridObject<GameObject>
void EnableCollision(bool enable);
void Use(Unit* user);
void Use(Unit* user, bool ignoreCastInProgress = false);
LootState getLootState() const { return m_lootState; }
// Note: unit is only used when s = GO_ACTIVATED

View File

@@ -1652,7 +1652,7 @@ void Spell::EffectOpenLock()
}
if (gameObjTarget)
gameObjTarget->Use(player);
gameObjTarget->Use(player, true);
else if (itemTarget)
{
itemTarget->SetItemFlag(ITEM_FIELD_FLAG_UNLOCKED);