Core/Auras: Reimplement SPELL_AURA_DISABLE_CASTING_EXCEPT_ABILITIES to properly allow casting listed spells
Port From (https://github.com/TrinityCore/TrinityCore/commit/1b8ef46808c44e68f213768c6a64ccc0048f3d65)
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@@ -5811,7 +5811,7 @@ namespace Game.Entities
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AddUnitFlag2(UnitFlags2.RegeneratePower);// must be set
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// cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
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RemovePlayerFlag(PlayerFlags.AFK | PlayerFlags.DND | PlayerFlags.GM | PlayerFlags.Ghost | PlayerFlags.AllowOnlyAbility);
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RemovePlayerFlag(PlayerFlags.AFK | PlayerFlags.DND | PlayerFlags.GM | PlayerFlags.Ghost);
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RemoveVisFlags(UnitVisFlags.All); // one form stealth modified bytes
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RemovePvpFlag(UnitPVPStateFlags.FFAPvp | UnitPVPStateFlags.Sanctuary);
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@@ -1913,27 +1913,6 @@ namespace Game.Spells
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HandleAuraModSilence(aurApp, mode, apply);
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}
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[AuraEffectHandler(AuraType.DisableCastingExceptAbilities)]
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void HandleAuraAllowOnlyAbility(AuraApplication aurApp, AuraEffectHandleModes mode, bool apply)
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{
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if (!mode.HasAnyFlag(AuraEffectHandleModes.SendForClientMask))
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return;
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Player target = aurApp.GetTarget().ToPlayer();
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if (target != null)
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{
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if (apply)
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target.AddPlayerFlag(PlayerFlags.AllowOnlyAbility);
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else
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{
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// do not remove unit flag if there are more than this auraEffect of that kind on unit on unit
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if (target.HasAuraType(AuraType.DisableCastingExceptAbilities))
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return;
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target.RemovePlayerFlag(PlayerFlags.AllowOnlyAbility);
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}
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}
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}
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[AuraEffectHandler(AuraType.ModNoActions)]
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void HandleAuraModNoActions(AuraApplication aurApp, AuraEffectHandleModes mode, bool apply)
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{
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