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-rw-r--r--src/game/SpellEffects.cpp4
-rw-r--r--src/game/Unit.cpp10
2 files changed, 3 insertions, 11 deletions
diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp
index e33a79908f5..9400f61917b 100644
--- a/src/game/SpellEffects.cpp
+++ b/src/game/SpellEffects.cpp
@@ -443,6 +443,8 @@ void Spell::SpellDamageSchoolDmg(uint32 effect_idx)
// Haunt
else if (m_spellInfo->SpellFamilyFlags[1] & 0x40000)
{
+ // Save damage for future healing
+ // TODO: Implement spell proc on aura expire
m_currentBasePoints[1] = int32(damage * m_currentBasePoints[1] / 100);
}
@@ -3702,7 +3704,7 @@ void Spell::EffectAddFarsight(uint32 i)
dynObj->GetMap()->Add(dynObj); //grid will also be loaded
// Need to update visibility of object for client to accept farsight guid
- ((Player*)m_caster)->SetSeer(dynObj);
+ ((Player*)m_caster)->CreateSeer(dynObj);
//((Player*)m_caster)->UpdateVisibilityOf(dynObj);
}
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index 63328727281..48e7aec78c8 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -5610,16 +5610,6 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAu
basepoints0 = damage * triggerAmount / 100;
break;
}
- // Haunt
- if (dummySpell->SpellFamilyFlags[1] & 0x40000)
- {
- if(!pVictim || !pVictim->isAlive())
- return false;
-
- basepoints0 = dummySpell->EffectBasePoints[1];
- triggered_spell_id = 48210;
- return true;
- }
switch(dummySpell->Id)
{
// Nightfall