diff options
| author | treeston <treeston.mmoc@gmail.com> | 2017-07-03 00:17:31 +0200 |
|---|---|---|
| committer | Shauren <shauren.trinity@gmail.com> | 2020-08-18 18:53:13 +0200 |
| commit | bacc5ef94ec0f064248b871646d88955da04b725 (patch) | |
| tree | a88d726dd6fb8778ed48a8207789e00824b3014a /src | |
| parent | 71db17220ae67dc6a354e88451ffc0700fe6c5f9 (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.
(cherry picked from commit 5d3c69bf441afb5dc0a6a20c0d7cd375178d2aa8)
Diffstat (limited to 'src')
| -rw-r--r-- | src/server/game/Spells/Spell.cpp | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp index 739222a0272..84695d84eda 100644 --- a/src/server/game/Spells/Spell.cpp +++ b/src/server/game/Spells/Spell.cpp @@ -3315,6 +3315,10 @@ 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->HasHitDelay() && !m_spellInfo->IsChanneled()) || m_spellInfo->HasAttribute(SPELL_ATTR4_UNK4)) { |
