Core/Spell: consider spells with no targets for the purpose of finish procs

Closes #18799

(cherry-picked from c3474f57bc)
This commit is contained in:
ariel-
2017-01-21 23:42:21 -03:00
committed by Shauren
parent 77cb6c1a3f
commit 63fa69d39f

View File

@@ -2042,7 +2042,6 @@ void Spell::prepareDataForTriggerSystem()
// For other spells trigger procflags are set in Spell::DoAllEffectOnTarget
// Because spell positivity is dependant on target
}
m_hitMask = PROC_HIT_NONE;
// Hunter trap spells - activation proc for Lock and Load, Entrapment and Misdirection
if (m_spellInfo->SpellFamilyName == SPELLFAMILY_HUNTER &&
@@ -3452,8 +3451,14 @@ void Spell::handle_immediate()
// process immediate effects (items, ground, etc.) also initialize some variables
_handle_immediate_phase();
for (std::vector<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
DoAllEffectOnTarget(&(*ihit));
// consider spell hit for some spells without target, so they may proc on finish phase correctly
if (m_UniqueTargetInfo.empty())
m_hitMask = PROC_HIT_NORMAL;
else
{
for (std::vector<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
DoAllEffectOnTarget(&(*ihit));
}
for (std::vector<GOTargetInfo>::iterator ihit = m_UniqueGOTargetInfo.begin(); ihit != m_UniqueGOTargetInfo.end(); ++ihit)
DoAllEffectOnTarget(&(*ihit));