From 5323a7d38697967c12abe9b2903b97e271a2cac1 Mon Sep 17 00:00:00 2001 From: ariel- Date: Wed, 14 Feb 2018 23:10:41 -0300 Subject: Core/Spells: fixed server being too overzealous with autoshot - Interrupting it when casting another spell and switching targets Ref #21390 (cherry picked from commit 93cbe815cb6dfc1cd7535db2cabf81d42bf60da7) --- src/server/game/Spells/Spell.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src') diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp index 59d67d12069..a14c2e04e06 100644 --- a/src/server/game/Spells/Spell.cpp +++ b/src/server/game/Spells/Spell.cpp @@ -2970,7 +2970,7 @@ void Spell::prepare(SpellCastTargets const& targets, AuraEffect const* triggered m_caster->m_Events.AddEvent(_spellEvent, m_caster->m_Events.CalculateTime(1)); //Prevent casting at cast another spell (ServerSide check) - if (!(_triggeredCastFlags & TRIGGERED_IGNORE_CAST_IN_PROGRESS) && m_caster->IsNonMeleeSpellCast(false, true, true) && !m_castId.IsEmpty()) + if (!(_triggeredCastFlags & TRIGGERED_IGNORE_CAST_IN_PROGRESS) && m_caster->IsNonMeleeSpellCast(false, true, true, m_spellInfo->Id == 75) && !m_castId.IsEmpty()) { SendCastResult(SPELL_FAILED_SPELL_IN_PROGRESS); finish(false); -- cgit v1.2.3