Creatures now release spell focus on projectile launch (for spells that have a projectile portion) as opposed to projectile impact.
Port From (https://github.com/TrinityCore/TrinityCore/commit/bacc5ef94ec0f064248b871646d88955da04b725)
This commit is contained in:
@@ -2838,6 +2838,13 @@ namespace Game.Spells
|
||||
// we must send smsg_spell_go packet before m_castItem delete in TakeCastItem()...
|
||||
SendSpellGo();
|
||||
|
||||
if (!m_spellInfo.IsChanneled())
|
||||
{
|
||||
Creature creatureCaster = m_caster.ToCreature();
|
||||
if (creatureCaster != null)
|
||||
creatureCaster.ReleaseFocus(this);
|
||||
}
|
||||
|
||||
// Okay, everything is prepared. Now we need to distinguish between immediate and evented delayed spells
|
||||
if ((m_spellInfo.HasHitDelay() && !m_spellInfo.IsChanneled()) || m_spellInfo.HasAttribute(SpellAttr4.Unk4))
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user