*Use one dynobj to handle multiple aura effects.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-08-27 16:41:10 -05:00
parent d829014920
commit ee3c766bc9
8 changed files with 48 additions and 51 deletions

View File

@@ -450,6 +450,7 @@ Spell::Spell( Unit* Caster, SpellEntry const *info, bool triggered, uint64 origi
m_preCastSpell = 0;
m_triggeredByAuraSpell = NULL;
m_spellAura = NULL;
m_spellDynObj = NULL;
//Auto Shot & Shoot (wand)
m_autoRepeat = IsAutoRepeatRangedSpell(m_spellInfo);
@@ -6048,13 +6049,9 @@ void Spell::DelayedChannel()
}
}
for(int j = 0; j < 3; ++j)
{
// partially interrupt persistent area auras
DynamicObject* dynObj = m_caster->GetDynObject(m_spellInfo->Id, j);
if(dynObj)
dynObj->Delay(delaytime);
}
// partially interrupt persistent area auras
if(DynamicObject* dynObj = m_caster->GetDynObject(m_spellInfo->Id))
dynObj->Delay(delaytime);
SendChannelUpdate(m_timer);
}