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
+3 -6
View File
@@ -4051,10 +4051,7 @@ namespace Game.Spells
HasPowerTypeCost(PowerType.Runes) && !_triggeredCastFlags.HasAnyFlag(TriggerCastFlags.IgnorePowerCost)) HasPowerTypeCost(PowerType.Runes) && !_triggeredCastFlags.HasAnyFlag(TriggerCastFlags.IgnorePowerCost))
{ {
castFlags |= SpellCastFlags.NoGCD; // not needed, but it's being sent according to sniffs castFlags |= SpellCastFlags.NoGCD; // not needed, but it's being sent according to sniffs
castFlags |= SpellCastFlags.RuneList; // rune cooldowns list
// Only send rune cooldowns when there has been a change
if (m_runesState != m_caster.ToPlayer().GetRunesState())
castFlags |= SpellCastFlags.RuneList; // rune cooldowns list
} }
if (m_targets.HasTraj()) if (m_targets.HasTraj())
@@ -4579,7 +4576,7 @@ namespace Game.Spells
healPrediction = prediction; healPrediction = prediction;
} }
}; }
if (IsEmpowerSpell()) if (IsEmpowerSpell())
{ {
@@ -8243,7 +8240,7 @@ namespace Game.Spells
} }
return true; return true;
}; }
foreach (var script in m_loadedScripts) foreach (var script in m_loadedScripts)
{ {