*Do not let Steady shot pause autoshot timer.

--HG--
branch : trunk
This commit is contained in:
megamage
2008-11-25 17:58:06 -06:00
parent f6ea784eda
commit 99cf79bdf7
7 changed files with 16 additions and 14 deletions

View File

@@ -190,7 +190,7 @@ void ScriptedAI::DoStartNoMovement(Unit* victim)
void ScriptedAI::DoMeleeAttackIfReady()
{
//Make sure our attack is ready and we aren't currently casting before checking distance
if (m_creature->isAttackReady() && !m_creature->IsNonMeleeSpellCasted(false))
if (m_creature->isAttackReady() && !m_creature->hasUnitState(UNIT_STAT_CASTING))
{
//If we are within range melee the target
if (m_creature->IsWithinCombatDist(m_creature->getVictim(), ATTACK_DISTANCE))
@@ -199,7 +199,7 @@ void ScriptedAI::DoMeleeAttackIfReady()
m_creature->resetAttackTimer();
}
}
if (m_creature->haveOffhandWeapon() && m_creature->isAttackReady(OFF_ATTACK) && !m_creature->IsNonMeleeSpellCasted(false))
if (m_creature->haveOffhandWeapon() && m_creature->isAttackReady(OFF_ATTACK) && !m_creature->hasUnitState(UNIT_STAT_CASTING))
{
//If we are within range melee the target
if (m_creature->IsWithinCombatDist(m_creature->getVictim(), ATTACK_DISTANCE))