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)
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@@ -2838,6 +2838,13 @@ namespace Game.Spells
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// we must send smsg_spell_go packet before m_castItem delete in TakeCastItem()...
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// we must send smsg_spell_go packet before m_castItem delete in TakeCastItem()...
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SendSpellGo();
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SendSpellGo();
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if (!m_spellInfo.IsChanneled())
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{
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Creature creatureCaster = m_caster.ToCreature();
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if (creatureCaster != null)
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creatureCaster.ReleaseFocus(this);
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}
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// Okay, everything is prepared. Now we need to distinguish between immediate and evented delayed spells
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// Okay, everything is prepared. Now we need to distinguish between immediate and evented delayed spells
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if ((m_spellInfo.HasHitDelay() && !m_spellInfo.IsChanneled()) || m_spellInfo.HasAttribute(SpellAttr4.Unk4))
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if ((m_spellInfo.HasHitDelay() && !m_spellInfo.IsChanneled()) || m_spellInfo.HasAttribute(SpellAttr4.Unk4))
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{
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{
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