Core/Creature: Clear creature focus after an evade

(cherry picked from commit a32aeceb0d)
This commit is contained in:
Killyana
2020-01-01 17:19:37 +01:00
committed by Shauren
parent d095d4afe9
commit a7cf209428
4 changed files with 16 additions and 10 deletions

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@@ -316,6 +316,7 @@ 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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@@ -3175,11 +3175,11 @@ void Creature::SetTarget(ObjectGuid const& 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() || HasUnitFlag2(UNIT_FLAG2_FEIGN_DEATH) || HasAuraType(SPELL_AURA_FEIGN_DEATH))
return;
@@ -3197,7 +3197,8 @@ 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)
@@ -3316,6 +3317,12 @@ 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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@@ -25,7 +25,6 @@
#include "Duration.h"
#include "Loot.h"
#include "MapObject.h"
#include <list>
class CreatureAI;
@@ -348,7 +347,7 @@ class TC_GAME_API Creature : public Unit, public GridObject<Creature>, public Ma
// Handling caster facing during spellcast
void SetTarget(ObjectGuid const& 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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@@ -4777,10 +4777,9 @@ void Spell::SendChannelStart(uint32 duration)
unitCaster->AddChannelObject(target.TargetGUID);
if (m_UniqueTargetInfo.size() == 1 && m_UniqueGOTargetInfo.empty())
if(target.TargetGUID != unitCaster->GetGUID())
if (Creature* creatureCaster = unitCaster->ToCreature())
if (!creatureCaster->HasSpellFocus(this))
creatureCaster->SetSpellFocus(this, ObjectAccessor::GetWorldObject(*creatureCaster, target.TargetGUID));
if (Creature* creatureCaster = unitCaster->ToCreature())
if (!creatureCaster->HasSpellFocus(this))
creatureCaster->SetSpellFocus(this, ObjectAccessor::GetWorldObject(*creatureCaster, target.TargetGUID));
}
for (GOTargetInfo const& target : m_UniqueGOTargetInfo)