Core/Spells: Properly send autorepeat cancel packet to self and fix some problems with autoshot (#18918)

Port TrinityCore Commit: https://github.com/TrinityCore/TrinityCore/commit/67000a7826c2f29e5d61272abf3d3d6ea194fc9a
This commit is contained in:
hondacrx
2019-08-14 23:25:43 -04:00
parent ed3a310756
commit 4b627a6dcf
3 changed files with 16 additions and 9 deletions
+1 -1
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@@ -7453,7 +7453,7 @@ namespace Game.Entities
{
CancelAutoRepeat cancelAutoRepeat = new CancelAutoRepeat();
cancelAutoRepeat.Guid = target.GetGUID(); // may be it's target guid
SendMessageToSet(cancelAutoRepeat, false);
SendMessageToSet(cancelAutoRepeat, true);
}
public override void BuildCreateUpdateBlockForPlayer(UpdateData data, Player target)
+1 -1
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@@ -2788,7 +2788,7 @@ namespace Game.Entities
Spell spell = m_currentSpells.LookupByKey(spellType);
if (spell != null
&& (withDelayed || spell.getState() != SpellState.Delayed)
&& (withInstant || spell.GetCastTime() > 0))
&& (withInstant || spell.GetCastTime() > 0 || spell.getState() == SpellState.Casting))
{
// for example, do not let self-stun aura interrupt itself
if (!spell.IsInterruptable())
+14 -7
View File
@@ -1814,20 +1814,22 @@ namespace Game.Entities
void _UpdateAutoRepeatSpell()
{
SpellInfo autoRepeatSpellInfo = m_currentSpells[CurrentSpellTypes.AutoRepeat].m_spellInfo;
// check "realtime" interrupts
// don't cancel spells which are affected by a SPELL_AURA_CAST_WHILE_WALKING effect
if (((IsTypeId(TypeId.Player) && ToPlayer().isMoving()) || IsNonMeleeSpellCast(false, false, true, GetCurrentSpell(CurrentSpellTypes.AutoRepeat).m_spellInfo.Id == 75)) &&
!HasAuraTypeWithAffectMask(AuraType.CastWhileWalking, m_currentSpells[CurrentSpellTypes.AutoRepeat].m_spellInfo))
if (((IsTypeId(TypeId.Player) && ToPlayer().isMoving()) || IsNonMeleeSpellCast(false, false, true, autoRepeatSpellInfo.Id == 75)) &&
!HasAuraTypeWithAffectMask(AuraType.CastWhileWalking, autoRepeatSpellInfo))
{
// cancel wand shoot
if (m_currentSpells[CurrentSpellTypes.AutoRepeat].m_spellInfo.Id != 75)
if (autoRepeatSpellInfo.Id != 75)
InterruptSpell(CurrentSpellTypes.AutoRepeat);
m_AutoRepeatFirstCast = true;
return;
}
// apply delay (Auto Shot (spellID 75) not affected)
if (m_AutoRepeatFirstCast && getAttackTimer(WeaponAttackType.RangedAttack) < 500 && m_currentSpells[CurrentSpellTypes.AutoRepeat].m_spellInfo.Id != 75)
if (m_AutoRepeatFirstCast && getAttackTimer(WeaponAttackType.RangedAttack) < 500 && autoRepeatSpellInfo.Id != 75)
setAttackTimer(WeaponAttackType.RangedAttack, 500);
m_AutoRepeatFirstCast = false;
@@ -1835,14 +1837,19 @@ namespace Game.Entities
if (isAttackReady(WeaponAttackType.RangedAttack))
{
// Check if able to cast
if (m_currentSpells[CurrentSpellTypes.AutoRepeat].CheckCast(true) != SpellCastResult.SpellCastOk)
SpellCastResult result = m_currentSpells[CurrentSpellTypes.AutoRepeat].CheckCast(true);
if (result != SpellCastResult.SpellCastOk)
{
InterruptSpell(CurrentSpellTypes.AutoRepeat);
if (autoRepeatSpellInfo.Id != 75)
InterruptSpell(CurrentSpellTypes.AutoRepeat);
else if (GetTypeId() == TypeId.Player)
Spell.SendCastResult(ToPlayer(), autoRepeatSpellInfo, m_currentSpells[CurrentSpellTypes.AutoRepeat].m_SpellVisual, m_currentSpells[CurrentSpellTypes.AutoRepeat].m_castId, result);
return;
}
// we want to shoot
Spell spell = new Spell(this, m_currentSpells[CurrentSpellTypes.AutoRepeat].m_spellInfo, TriggerCastFlags.FullMask);
Spell spell = new Spell(this, autoRepeatSpellInfo, TriggerCastFlags.FullMask);
spell.prepare(m_currentSpells[CurrentSpellTypes.AutoRepeat].m_targets);
// all went good, reset attack