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-rw-r--r--src/server/game/Spells/Spell.cpp9
1 files changed, 7 insertions, 2 deletions
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index ae5665d53a2..f1203d70e3d 100644
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -3724,10 +3724,10 @@ void Spell::_cast(bool skipCheck)
Unit::ProcSkillsAndAuras(m_originalCaster, nullptr, procAttacker, PROC_FLAG_NONE, PROC_SPELL_TYPE_MASK_ALL, PROC_SPELL_PHASE_CAST, hitMask, this, nullptr, nullptr);
- // Call CreatureAI hook OnSuccessfulSpellCast
+ // Call CreatureAI hook OnSpellCastFinished
if (Creature* caster = m_originalCaster->ToCreature())
if (caster->IsAIEnabled())
- caster->AI()->OnSuccessfulSpellCast(GetSpellInfo());
+ caster->AI()->OnSpellCastFinished(GetSpellInfo(), SPELL_FINISHED_SUCCESSFUL_CAST);
}
template <class Container>
@@ -4086,6 +4086,11 @@ void Spell::update(uint32 difftime)
{
SendChannelUpdate(0);
finish();
+
+ // We call the hook here instead of in Spell::finish because we only want to call it for completed channeling. Everything else is handled by interrupts
+ if (Creature* creatureCaster = m_caster->ToCreature())
+ if (creatureCaster->IsAIEnabled())
+ creatureCaster->AI()->OnSpellCastFinished(m_spellInfo, SPELL_FINISHED_CHANNELING_COMPLETE);
}
break;
}