diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/server/scripts/Spells/spell_hunter.cpp | 22 |
1 files changed, 22 insertions, 0 deletions
diff --git a/src/server/scripts/Spells/spell_hunter.cpp b/src/server/scripts/Spells/spell_hunter.cpp index 12797725746..21bc3d7f8dd 100644 --- a/src/server/scripts/Spells/spell_hunter.cpp +++ b/src/server/scripts/Spells/spell_hunter.cpp @@ -106,11 +106,33 @@ namespace Scripts::Spells::Hunter OnEffectLaunchTarget += SpellEffectFn(spell_hun_steady_shot::HandleEnergize, EFFECT_0, SPELL_EFFECT_NORMALIZED_WEAPON_DMG); } }; + + // 77767 - Cobra Shot + class spell_hun_cobra_shot: public SpellScript + { + bool Validate(SpellInfo const* /*spellInfo*/) override + { + return ValidateSpellInfo({ SPELL_HUN_STEADY_SHOT_ENERGIZE }); + } + + // Cast the energize spell when successfully launching the spell against a target. Will not trigger when the target is missed (intentional) + // Despite the energize spell being called 'Steady Shot', it's also being used by Cobra Shot + void HandleEnergize(SpellEffIndex /*effIndex*/) + { + GetCaster()->CastSpell(nullptr, SPELL_HUN_STEADY_SHOT_ENERGIZE, CastSpellExtraArgs(TRIGGERED_FULL_MASK)); + } + + void Register() override + { + OnEffectLaunchTarget += SpellEffectFn(spell_hun_cobra_shot::HandleEnergize, EFFECT_0, SPELL_EFFECT_NORMALIZED_WEAPON_DMG); + } + }; } void AddSC_hunter_spell_scripts() { using namespace Scripts::Spells::Hunter; + RegisterSpellScript(spell_hun_cobra_shot); RegisterSpellScript(spell_hun_improved_steady_shot); RegisterSpellScript(spell_hun_steady_shot); } |