Core/Spells: fix issues with delayed spells and auras (#22382)

* Core/Spells: fix issues with delayed spells and auras

* Make Travis Happy
This commit is contained in:
PolarCookie
2018-11-04 12:38:14 +01:00
committed by Giacomo Pozzoni
parent ae22fd6d74
commit a0999744ef

View File

@@ -2763,14 +2763,7 @@ void Spell::DoSpellEffectHit(Unit* unit, uint8 effIndex, TargetInfo& hitInfo)
bool refresh = false;
// delayed spells with multiple targets need to create a new aura object, otherwise we'll access a deleted aura
if (m_spellInfo->Speed > 0.0f && !m_spellInfo->IsChanneled())
{
_spellAura = nullptr;
if (Aura* aura = unit->GetAura(m_spellInfo->Id, caster->GetGUID(), m_CastItem ? m_CastItem->GetGUID() : ObjectGuid::Empty, aura_effmask))
_spellAura = aura->ToUnitAura();
}
if (!_spellAura)
if (!_spellAura || (m_spellInfo->Speed > 0.0f && !m_spellInfo->IsChanneled()))
{
bool const resetPeriodicTimer = !(_triggeredCastFlags & TRIGGERED_DONT_RESET_PERIODIC_TIMER);
uint8 const allAuraEffectMask = Aura::BuildEffectMaskForOwner(hitInfo.AuraSpellInfo, MAX_EFFECT_MASK, unit);