Core/Unit: don't clear low health aura states on death
Core/Gossip: Fix gossip bug on modify money
Core/Spells: Change the radius of PBAoEs following the feedback received on
Core/Player: update interaction checks, some info taken from client
Core/Spell: abort channeling if no valid targets are found after searching
Core/Creature: fix _DespawnAtEvade saving wrong respawn time
Core/Spell: fixed some problems with per caster aura states
Quickfix a bug introduced by 2f19d97 which prevented GTAoE from being cast.
Core/SmartAI: allow SMART_ACTION_SEND_GOSSIP_MENU to override default gossip
Core/Spell: in case of immunity, check all effects to choose correct procFlags, as none has technically hit
Fix evade issues when a spell hits the target just before evading.
Scripts/Command: implement .debug play music command
Partial revert, Unit::getAttackerForHelper() shouldn't return units that we aren't in combat with (victim can be such a unit for players/player pets, which can startattack from a distance without entering combat).
Fix an issue where CanSpawn would never get invoked on creatures without per-guid script.
Core/Players: fix null dereference crash
This commit is contained in:
hondacrx
2020-06-21 13:01:24 -04:00
parent c1f79334ef
commit 1a2411ae0f
14 changed files with 189 additions and 109 deletions
+27 -4
View File
@@ -3965,9 +3965,22 @@ namespace Game.Entities
ToTotem().SetDeathState(DeathState.JustDied);
}
// Remove aurastates only if were not found
if (!auraStateFound)
ModifyAuraState(auraState, false);
// Remove aurastates only if needed and were not found
if (auraState != 0)
{
if (!auraStateFound)
ModifyAuraState(auraState, false);
else
{
// update for casters, some shouldn't 'see' the aura state
uint aStateMask = (1u << ((int)auraState - 1));
if ((aStateMask & (uint)AuraStateType.PerCasterAuraStateMask) != 0)
{
m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.AuraState);
ForceUpdateFieldChange();
}
}
}
aura.HandleAuraSpecificMods(aurApp, caster, false, false);
}
@@ -4099,7 +4112,17 @@ namespace Game.Entities
// Update target aura state flag
AuraStateType aState = aura.GetSpellInfo().GetAuraState();
if (aState != 0)
ModifyAuraState(aState, true);
{
uint aStateMask = (1u << ((int)aState - 1));
// force update so the new caster registers it
if (aStateMask.HasAnyFlag((uint)AuraStateType.PerCasterAuraStateMask) && (m_unitData.AuraState & aStateMask) != 0)
{
m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.AuraState);
ForceUpdateFieldChange();
}
else
ModifyAuraState(aState, true);
}
if (aurApp.HasRemoveMode())
return;