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-rw-r--r--src/game/Spell.cpp3
-rw-r--r--src/game/Unit.cpp5
2 files changed, 5 insertions, 3 deletions
diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp
index c863e8cc933..912bea7e89b 100644
--- a/src/game/Spell.cpp
+++ b/src/game/Spell.cpp
@@ -2297,7 +2297,8 @@ void Spell::prepare(SpellCastTargets const* targets, AuraEffect* triggeredByAura
ReSetTimer();
//Containers for channeled spells have to be set
//TODO:Apply this to all casted spells if needed
- if(m_IsTriggeredSpell && !IsChanneledSpell(m_spellInfo))
+ // Why check m_casttime? 29350: channelled triggers channelled
+ if(m_IsTriggeredSpell && (!IsChanneledSpell(m_spellInfo) || !m_casttime))
cast(true);
else
{
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index 093ef51925c..c9ef3125372 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -13861,11 +13861,12 @@ void Unit::NearTeleportTo( float x, float y, float z, float orientation, bool ca
DestroyForNearbyPlayers();
GetMap()->CreatureRelocation((Creature*)this, x, y, z, orientation);
+ ObjectAccessor::UpdateObjectVisibility(this);
//WorldPacket data;
// Work strange for many spells: triggered active mover set for targeted player to creature
//BuildTeleportAckMsg(&data, x, y, z, orientation);
- BuildHeartBeatMsg(&data);
- SendMessageToSet(&data, false);
+ //BuildHeartBeatMsg(&data);
+ //SendMessageToSet(&data, false);
}
}