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-rw-r--r--src/game/Spell.cpp18
1 files changed, 11 insertions, 7 deletions
diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp
index 858ba23c49f..5cdbef26eed 100644
--- a/src/game/Spell.cpp
+++ b/src/game/Spell.cpp
@@ -712,17 +712,11 @@ void Spell::AddUnitTarget(Unit* pVictim, uint32 effIndex)
target.processed = false; // Effects not apply on target
// Calculate hit result
- if(m_spellInfo->Effect[effIndex] == SPELL_EFFECT_DUMMY)
- target.missCondition = SPELL_MISS_NONE;
- else if(m_originalCaster)
+ if(m_originalCaster)
target.missCondition = m_originalCaster->SpellHitResult(pVictim, m_spellInfo, m_canReflect);
else
target.missCondition = SPELL_MISS_EVADE; //SPELL_MISS_NONE;
- if(target.missCondition == SPELL_MISS_IMMUNE // Mass Dispel
- && m_spellInfo->Effect[effIndex] == SPELL_EFFECT_TRIGGER_SPELL)
- target.missCondition = SPELL_MISS_NONE;
-
if (target.missCondition == SPELL_MISS_NONE)
++m_countOfHit;
else
@@ -947,6 +941,16 @@ void Spell::DoAllEffectOnTarget(TargetInfo *target)
if (target->reflectResult == SPELL_MISS_NONE) // If reflected spell hit caster -> do all effect on him
DoSpellHitOnUnit(m_caster, mask);
}
+ else //TODO: This is a hack. need fix
+ {
+ uint32 tempMask = 0;
+ for(uint32 i = 0; i < 3; ++i)
+ if(m_spellInfo->Effect[i] == SPELL_EFFECT_DUMMY
+ || m_spellInfo->Effect[i] == SPELL_EFFECT_TRIGGER_SPELL)
+ tempMask |= 1<<i;
+ if(tempMask &= mask)
+ DoSpellHitOnUnit(unit, tempMask);
+ }
// Do triggers only on miss/resist/parry/dodge
if (missInfo!=SPELL_MISS_NONE)