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-rw-r--r--src/server/game/Spells/Spell.cpp6
1 files changed, 5 insertions, 1 deletions
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index 587bb40e50f..104d1901a7f 100644
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -3138,7 +3138,11 @@ void Spell::prepare(SpellCastTargets const* targets, AuraEffect const* triggered
TriggerGlobalCooldown();
//item: first cast may destroy item and second cast causes crash
- if (!m_casttime && !m_spellInfo->StartRecoveryTime && !m_castItemGUID && GetCurrentContainer() == CURRENT_GENERIC_SPELL)
+ // commented out !m_spellInfo->StartRecoveryTime, it forces instant spells with global cooldown to be processed in spell::update
+ // as a result a spell that passed CheckCast and should be processed instantly may suffer from this delayed process
+ // the easiest bug to observe is LoS check in AddUnitTarget, even if spell passed the CheckCast LoS check the situation can change in spell::update
+ // because target could be relocated in the meantime, making the spell fly to the air (no targets can be registered, so no effects processed, nothing in combat log)
+ if (!m_casttime && /*!m_spellInfo->StartRecoveryTime && */!m_castItemGUID && GetCurrentContainer() == CURRENT_GENERIC_SPELL)
cast(true);
}
}