diff options
author | ariel- <ariel-@users.noreply.github.com> | 2018-02-15 17:48:25 -0300 |
---|---|---|
committer | Shauren <shauren.trinity@gmail.com> | 2021-06-21 12:47:03 +0200 |
commit | d91e099b10a33d9205c023c81bcc966d713c39ab (patch) | |
tree | ce5b4bac27bfdf4502dd4a454fc0b0c7427a021d | |
parent | ad1e8addf51cffcc1a1e9f06e7e6d00f591470df (diff) |
Core/Spells: prevent creatures to focus channeled spells without SPELL_ATTR1_CHANNEL_TRACK_TARGET
- Creatures stuck here wouldn't try attacking because of this
- Remove one workaround in halion script, now it's unneeded
Ref #11311
(cherry picked from commit 29f7258dc824659cb2de81c5ff3b3b3853de2a8b)
-rw-r--r-- | src/server/game/Entities/Creature/Creature.cpp | 4 | ||||
-rw-r--r-- | src/server/game/Spells/Spell.cpp | 7 | ||||
-rw-r--r-- | src/server/game/Spells/Spell.h | 1 | ||||
-rw-r--r-- | src/server/scripts/Northrend/ChamberOfAspects/RubySanctum/boss_halion.cpp | 7 |
4 files changed, 11 insertions, 8 deletions
diff --git a/src/server/game/Entities/Creature/Creature.cpp b/src/server/game/Entities/Creature/Creature.cpp index 1e8f3bd598a..3467bb93098 100644 --- a/src/server/game/Entities/Creature/Creature.cpp +++ b/src/server/game/Entities/Creature/Creature.cpp @@ -3171,6 +3171,10 @@ void Creature::FocusTarget(Spell const* focusSpell, WorldObject const* target) if (m_focusSpell) return; + // some spells shouldn't track targets + if (focusSpell->IsFocusDisabled()) + return; + SpellInfo const* spellInfo = focusSpell->GetSpellInfo(); // don't use spell focus for vehicle spells diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp index a14c2e04e06..44bff9f6932 100644 --- a/src/server/game/Spells/Spell.cpp +++ b/src/server/game/Spells/Spell.cpp @@ -3055,7 +3055,7 @@ void Spell::prepare(SpellCastTargets const& targets, AuraEffect const* triggered // focus if not controlled creature if (m_caster->GetTypeId() == TYPEID_UNIT && !m_caster->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED)) { - if (!(m_spellInfo->IsNextMeleeSwingSpell() || IsAutoRepeat() || (_triggeredCastFlags & TRIGGERED_IGNORE_SET_FACING))) + if (!(m_spellInfo->IsNextMeleeSwingSpell() || IsAutoRepeat())) { if (m_targets.GetObjectTarget() && m_caster != m_targets.GetObjectTarget()) m_caster->ToCreature()->FocusTarget(this, m_targets.GetObjectTarget()); @@ -7218,6 +7218,11 @@ bool Spell::IsIgnoringCooldowns() const return (_triggeredCastFlags & TRIGGERED_IGNORE_SPELL_AND_CATEGORY_CD) != 0; } +bool Spell::IsFocusDisabled() const +{ + return ((_triggeredCastFlags & TRIGGERED_IGNORE_SET_FACING) || (m_spellInfo->IsChanneled() && !m_spellInfo->HasAttribute(SPELL_ATTR1_CHANNEL_TRACK_TARGET))); +} + bool Spell::IsProcDisabled() const { return (_triggeredCastFlags & TRIGGERED_DISALLOW_PROC_EVENTS) != 0; diff --git a/src/server/game/Spells/Spell.h b/src/server/game/Spells/Spell.h index 82456b035b1..bf5e2ef84a7 100644 --- a/src/server/game/Spells/Spell.h +++ b/src/server/game/Spells/Spell.h @@ -660,6 +660,7 @@ class TC_GAME_API Spell void ReSetTimer() { m_timer = m_casttime > 0 ? m_casttime : 0; } bool IsTriggered() const; bool IsIgnoringCooldowns() const; + bool IsFocusDisabled() const; bool IsProcDisabled() const; bool IsChannelActive() const; bool IsAutoActionResetSpell() const; diff --git a/src/server/scripts/Northrend/ChamberOfAspects/RubySanctum/boss_halion.cpp b/src/server/scripts/Northrend/ChamberOfAspects/RubySanctum/boss_halion.cpp index dc23c621fea..e6635bf0cd4 100644 --- a/src/server/scripts/Northrend/ChamberOfAspects/RubySanctum/boss_halion.cpp +++ b/src/server/scripts/Northrend/ChamberOfAspects/RubySanctum/boss_halion.cpp @@ -925,13 +925,6 @@ class npc_orb_carrier : public CreatureScript me->CastSpell(nullptr, SPELL_TRACK_ROTATION, false); scheduler.Update(diff); - - /// Workaround: This is here because even though the above spell has SPELL_ATTR1_CHANNEL_TRACK_TARGET, - /// we are having two creatures involded here. This attribute is handled clientside, meaning the client - /// sends orientation update itself. Here, no packet is sent, and the creature does not rotate. By - /// forcing the carrier to always be facing the rotation focus, we ensure everything works as it should. - if (Creature* rotationFocus = _instance->GetCreature(DATA_ORB_ROTATION_FOCUS)) - me->SetFacingToObject(rotationFocus); // setInFront } void DoAction(int32 action) override |