diff options
author | megamage <none@none> | 2009-03-02 16:55:41 -0600 |
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committer | megamage <none@none> | 2009-03-02 16:55:41 -0600 |
commit | c6fc7f7bca19eb9acf52a6abac55df84e66ade08 (patch) | |
tree | b5457ff7776c5933130944b50e319441ed3462a9 /src/game/Unit.cpp | |
parent | b1677c901d8d45e60947e30ff98d7ac5d01bd685 (diff) |
[7363] Propertly set cooldown at server side for category spells at cooldown event send to client. Author: VladimirMangos
Also support item dependent cooldown set propetly at cooldown event send to client.
Last will used in follow potion cooldown delay in combat patch.
--HG--
branch : trunk
Diffstat (limited to 'src/game/Unit.cpp')
-rw-r--r-- | src/game/Unit.cpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index bad51ab1779..64daa48d612 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -4457,6 +4457,7 @@ void Unit::RemoveGameObject(GameObject* gameObj, bool del) SpellEntry const* createBySpell = sSpellStore.LookupEntry(gameObj->GetSpellId()); // Need activate spell use for owner if (createBySpell && createBySpell->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE) + // note: item based cooldowns and cooldown spell mods with charges ignored (unknown existed cases) ((Player*)this)->SendCooldownEvent(createBySpell); } gameObj->SetOwnerGUID(0); |