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authorAstellar <none@none>2010-01-11 22:24:31 +0300
committerAstellar <none@none>2010-01-11 22:24:31 +0300
commitb2082db189764da1ec222a5b556ea11459fba4c0 (patch)
treea646763b784cb509260749cd8ef0385c81fc0932 /src
parentebc59011619105a1de23420c21708befaffbcad5 (diff)
Do not compute incoming time for self casts.
--HG-- branch : trunk
Diffstat (limited to 'src')
-rw-r--r--src/game/Spell.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp
index 76fa2922d19..a6f47e63a3c 100644
--- a/src/game/Spell.cpp
+++ b/src/game/Spell.cpp
@@ -913,7 +913,8 @@ void Spell::AddUnitTarget(Unit* pVictim, uint32 effIndex)
target.missCondition = SPELL_MISS_EVADE; //SPELL_MISS_NONE;
// Spell have speed - need calculate incoming time
- if (m_spellInfo->speed > 0.0f)
+ // Incoming time is zero for self casts. At least I think so.
+ if (m_spellInfo->speed > 0.0f && m_caster != pVictim)
{
// calculate spell incoming interval
// TODO: this is a hack