Core/Spells: send rune cooldowns even after miss to match sniff data

Port From (https://github.com/TrinityCore/TrinityCore/commit/4b7465aad8bb93b69da3a8beeb538d8e63569d0b)
This commit is contained in:
Hondacrx
2025-06-04 09:16:24 -04:00
parent 00af1579bb
commit 8485185889
+5 -8
View File
@@ -4051,10 +4051,7 @@ namespace Game.Spells
HasPowerTypeCost(PowerType.Runes) && !_triggeredCastFlags.HasAnyFlag(TriggerCastFlags.IgnorePowerCost))
{
castFlags |= SpellCastFlags.NoGCD; // not needed, but it's being sent according to sniffs
// Only send rune cooldowns when there has been a change
if (m_runesState != m_caster.ToPlayer().GetRunesState())
castFlags |= SpellCastFlags.RuneList; // rune cooldowns list
castFlags |= SpellCastFlags.RuneList; // rune cooldowns list
}
if (m_targets.HasTraj())
@@ -4579,7 +4576,7 @@ namespace Game.Spells
healPrediction = prediction;
}
};
}
if (IsEmpowerSpell())
{
@@ -8243,7 +8240,7 @@ namespace Game.Spells
}
return true;
};
}
foreach (var script in m_loadedScripts)
{
@@ -9918,8 +9915,8 @@ namespace Game.Spells
SpellValueOverrides.Add(new SpellValueOverride(mod, val));
}
public CastSpellExtraArgs(SpellValueModFloat mod, float val)
{
public CastSpellExtraArgs(SpellValueModFloat mod, float val)
{
SpellValueOverrides.Add(new SpellValueOverride(mod, val));
}