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authortreeston <treeston.mmoc@gmail.com>2017-07-03 00:17:31 +0200
committertreeston <treeston.mmoc@gmail.com>2017-07-03 00:17:31 +0200
commit5d3c69bf441afb5dc0a6a20c0d7cd375178d2aa8 (patch)
treef1b6b073ecded31bfdc2f3361cce26a6223375b1
parentf9f15250a5b82f2d497f98887fe058e06dc36b39 (diff)
Creatures now release spell focus on projectile launch (for spells that have a projectile portion) as opposed to projectile impact.
This should make some very slow projectiles (f.ex. Professor Putricide's Malleable Goo) a lot smoother.
-rw-r--r--src/server/game/Spells/Spell.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index d9990dfb033..e56c573a43c 100644
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -3271,6 +3271,10 @@ void Spell::_cast(bool skipCheck)
// we must send smsg_spell_go packet before m_castItem delete in TakeCastItem()...
SendSpellGo();
+ if (!m_spellInfo->IsChanneled())
+ if (Creature* creatureCaster = m_caster->ToCreature())
+ creatureCaster->ReleaseFocus(this);
+
// Okay, everything is prepared. Now we need to distinguish between immediate and evented delayed spells
if ((m_spellInfo->Speed > 0.0f && !m_spellInfo->IsChanneled()) || m_spellInfo->HasAttribute(SPELL_ATTR4_UNK4))
{