From c6fc7f7bca19eb9acf52a6abac55df84e66ade08 Mon Sep 17 00:00:00 2001 From: megamage Date: Mon, 2 Mar 2009 16:55:41 -0600 Subject: [7363] Propertly set cooldown at server side for category spells at cooldown event send to client. Author: VladimirMangos Also support item dependent cooldown set propetly at cooldown event send to client. Last will used in follow potion cooldown delay in combat patch. --HG-- branch : trunk --- src/game/Unit.cpp | 1 + 1 file changed, 1 insertion(+) (limited to 'src/game/Unit.cpp') diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index bad51ab1779..64daa48d612 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -4457,6 +4457,7 @@ void Unit::RemoveGameObject(GameObject* gameObj, bool del) SpellEntry const* createBySpell = sSpellStore.LookupEntry(gameObj->GetSpellId()); // Need activate spell use for owner if (createBySpell && createBySpell->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE) + // note: item based cooldowns and cooldown spell mods with charges ignored (unknown existed cases) ((Player*)this)->SendCooldownEvent(createBySpell); } gameObj->SetOwnerGUID(0); -- cgit v1.2.3