Core/Spells: Use correct dbc flag to check if spell can be interrupted

This commit is contained in:
tobmaps
2011-11-03 16:53:29 +07:00
parent 809694408a
commit 68601bb286
2 changed files with 4 additions and 3 deletions

View File

@@ -44,8 +44,8 @@ enum SpellInterruptFlags
{
SPELL_INTERRUPT_FLAG_MOVEMENT = 0x01, // why need this for instant?
SPELL_INTERRUPT_FLAG_PUSH_BACK = 0x02, // push back
SPELL_INTERRUPT_FLAG_INTERRUPT = 0x04, // interrupt
SPELL_INTERRUPT_FLAG_AUTOATTACK = 0x08, // enter combat
SPELL_INTERRUPT_FLAG_UNK3 = 0x04, // any info?
SPELL_INTERRUPT_FLAG_INTERRUPT = 0x08, // interrupt
SPELL_INTERRUPT_FLAG_ABORT_ON_DMG = 0x10, // _complete_ interrupt on direct damage
//SPELL_INTERRUPT_UNK = 0x20 // unk, 564 of 727 spells having this spell start with "Glyph"
};

View File

@@ -6419,7 +6419,8 @@ bool Spell::IsNextMeleeSwingSpell() const
bool Spell::IsAutoActionResetSpell() const
{
return !IsTriggered() && (m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_AUTOATTACK);
// TODO: changed SPELL_INTERRUPT_FLAG_AUTOATTACK -> SPELL_INTERRUPT_FLAG_INTERRUPT to fix compile - is this check correct at all?
return !IsTriggered() && (m_spellInfo->InterruptFlags & SPELL_INTERRUPT_FLAG_INTERRUPT);
}
bool Spell::IsNeedSendToClient() const