Core/Creature: Clear creature focus after an evade

This commit is contained in:
Killyana
2020-01-01 17:19:37 +01:00
parent 4ccf01de39
commit a32aeceb0d
4 changed files with 17 additions and 9 deletions

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@@ -310,6 +310,7 @@ bool CreatureAI::_EnterEvadeMode(EvadeReason /*why*/)
me->SetLastDamagedTime(0);
me->SetCannotReachTarget(false);
me->DoNotReacquireSpellFocusTarget();
me->SetTarget(ObjectGuid::Empty);
me->GetSpellHistory()->ResetAllCooldowns();
EngagementOver();

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@@ -3032,11 +3032,11 @@ void Creature::SetTarget(ObjectGuid guid)
void Creature::SetSpellFocus(Spell const* focusSpell, WorldObject const* target)
{
// already focused
if (_spellFocusInfo.Spell)
// Pointer validation and checking for a already existing focus
if (_spellFocusInfo.Spell || !focusSpell)
return;
// Prevent dead/feigning death creatures from setting a focus target, so they won't turn
// Prevent dead / feign death creatures from setting a focus target
if (!IsAlive() || HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FEIGN_DEATH) || HasAuraType(SPELL_AURA_FEIGN_DEATH))
return;
@@ -3054,7 +3054,8 @@ void Creature::SetSpellFocus(Spell const* focusSpell, WorldObject const* target)
if (spellInfo->HasAura(SPELL_AURA_CONTROL_VEHICLE))
return;
if ((!target || target == this) && !focusSpell->GetCastTime()) // instant cast, untargeted (or self-targeted) spell doesn't need any facing updates
// instant non-channeled casts and non-target spells don't need facing updates
if (!target && (!focusSpell->GetCastTime() && !spellInfo->IsChanneled()))
return;
// store pre-cast values for target and orientation (used to later restore)
@@ -3174,6 +3175,12 @@ void Creature::ReacquireSpellFocusTarget()
_spellFocusInfo.Delay = 0;
}
void Creature::DoNotReacquireSpellFocusTarget()
{
_spellFocusInfo.Delay = 0;
_spellFocusInfo.Spell = nullptr;
}
bool Creature::IsMovementPreventedByCasting() const
{
// first check if currently a movement allowed channel is active and we're not casting

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@@ -341,7 +341,7 @@ class TC_GAME_API Creature : public Unit, public GridObject<Creature>, public Ma
// Handling caster facing during spellcast
void SetTarget(ObjectGuid guid) override;
void DoNotReacquireSpellFocusTarget() { _spellFocusInfo.Delay = 0; }
void DoNotReacquireSpellFocusTarget();
void SetSpellFocus(Spell const* focusSpell, WorldObject const* target);
bool HasSpellFocus(Spell const* focusSpell = nullptr) const override;
void ReleaseSpellFocus(Spell const* focusSpell = nullptr, bool withDelay = true);

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@@ -4552,10 +4552,10 @@ void Spell::SendChannelStart(uint32 duration)
{
unitCaster->SetChannelObjectGuid(channelTarget);
if (channelTarget != unitCaster->GetGUID())
if (Creature* creatureCaster = unitCaster->ToCreature())
if (!creatureCaster->HasSpellFocus(this))
creatureCaster->SetSpellFocus(this, ObjectAccessor::GetWorldObject(*creatureCaster, channelTarget));
if (Creature* creatureCaster = m_caster->ToCreature())
if (!creatureCaster->HasSpellFocus(this))
creatureCaster->SetSpellFocus(this,
ObjectAccessor::GetWorldObject(*creatureCaster, channelTarget));
}
unitCaster->SetUInt32Value(UNIT_CHANNEL_SPELL, m_spellInfo->Id);