diff options
| -rw-r--r-- | src/server/game/Spells/Spell.cpp | 6 | ||||
| -rw-r--r-- | src/server/game/Spells/SpellInfo.cpp | 13 |
2 files changed, 12 insertions, 7 deletions
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp index e7ad468e0ff..dbd215c35e6 100644 --- a/src/server/game/Spells/Spell.cpp +++ b/src/server/game/Spells/Spell.cpp @@ -1603,7 +1603,7 @@ void Spell::SelectImplicitCasterDestTargets(SpellEffectInfo const& spellEffectIn break; case TARGET_DEST_CASTER_RANDOM: if (dist > objSize) - dist = objSize + (dist - objSize) * rand_norm(); + dist = objSize + (dist - objSize); break; case TARGET_DEST_CASTER_FRONT_LEFT: case TARGET_DEST_CASTER_BACK_LEFT: @@ -1654,8 +1654,6 @@ void Spell::SelectImplicitTargetDestTargets(SpellEffectInfo const& spellEffectIn { float angle = targetType.CalcDirectionAngle(); float dist = spellEffectInfo.CalcRadius(nullptr, targetIndex); - if (targetType.GetTarget() == TARGET_DEST_TARGET_RANDOM) - dist *= rand_norm(); Position pos = dest._position; target->MovePositionToFirstCollision(pos, dist, angle); @@ -1708,8 +1706,6 @@ void Spell::SelectImplicitDestDestTargets(SpellEffectInfo const& spellEffectInfo { float angle = targetType.CalcDirectionAngle(); float dist = spellEffectInfo.CalcRadius(m_caster, targetIndex); - if (targetType.GetTarget() == TARGET_DEST_DEST_RANDOM) - dist *= rand_norm(); Position pos = dest._position; m_caster->MovePositionToFirstCollision(pos, dist, angle); diff --git a/src/server/game/Spells/SpellInfo.cpp b/src/server/game/Spells/SpellInfo.cpp index eba12d8a794..3f304fcdaa5 100644 --- a/src/server/game/Spells/SpellInfo.cpp +++ b/src/server/game/Spells/SpellInfo.cpp @@ -645,17 +645,26 @@ float SpellEffectInfo::CalcRadius(WorldObject* caster /*= nullptr*/, SpellTarget // TargetA -> TargetARadiusEntry // TargetB -> TargetBRadiusEntry // Aura effects have TargetARadiusEntry == TargetBRadiusEntry (mostly) + SpellImplicitTargetInfo target = TargetA; SpellRadiusEntry const* entry = TargetARadiusEntry; if (targetIndex == SpellTargetIndex::TargetB && HasRadius(targetIndex)) + { + target = TargetB; entry = TargetBRadiusEntry; + } if (!entry) return 0.0f; float radius = entry->RadiusMin; - // Client uses max if min is 0 - if (radius == 0.0f) + // Random targets use random value between RadiusMin and RadiusMax + // For other cases, client uses RadiusMax if RadiusMin is 0 + if (target.GetTarget() == TARGET_DEST_CASTER_RANDOM || + target.GetTarget() == TARGET_DEST_TARGET_RANDOM || + target.GetTarget() == TARGET_DEST_DEST_RANDOM) + radius += (entry->RadiusMax - radius) * rand_norm(); + else if (radius == 0.0f) radius = entry->RadiusMax; if (caster) |
