Core/Spells: add Target Processing (SMSG_SPELLLOGEXECUTE) to LAUNCH_T…

…ARGET phase.

Move EffectInterruptCast to LAUNCH_TARGET Phase.
This commit is contained in:
Aokromes
2016-10-21 08:23:40 +02:00
parent 114db3b9a4
commit 686a9eeef9
2 changed files with 6 additions and 1 deletions

View File

@@ -6926,6 +6926,8 @@ void Spell::HandleLaunchPhase()
bool usesAmmo = m_spellInfo->HasAttribute(SPELL_ATTR0_CU_DIRECT_DAMAGE);
PrepareTargetProcessing();
for (std::list<TargetInfo>::iterator ihit= m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
{
TargetInfo& target = *ihit;
@@ -6959,8 +6961,11 @@ void Spell::HandleLaunchPhase()
break;
}
}
DoAllEffectOnLaunchTarget(target, multiplier);
}
FinishTargetProcessing();
}
void Spell::DoAllEffectOnLaunchTarget(TargetInfo& targetInfo, float* multiplier)

View File

@@ -3151,7 +3151,7 @@ void Spell::EffectHealMaxHealth(SpellEffIndex /*effIndex*/)
void Spell::EffectInterruptCast(SpellEffIndex effIndex)
{
if (effectHandleMode != SPELL_EFFECT_HANDLE_HIT_TARGET)
if (effectHandleMode != SPELL_EFFECT_HANDLE_LAUNCH_TARGET)
return;
if (!unitTarget || !unitTarget->IsAlive())