Ensure that all actions are compared to fixed point in time (ie. world update start)

Port From (https://github.com/TrinityCore/TrinityCore/commit/60663d1374beef3103f4787152654034fa4a8897)
This commit is contained in:
hondacrx
2019-09-01 10:37:14 -04:00
parent dccded6a96
commit 87d30caa49
38 changed files with 302 additions and 169 deletions
+2 -2
View File
@@ -2082,7 +2082,7 @@ namespace Game.Entities
return true;
// don't check distance to home position if recently damaged, this should include taunt auras
if (!isWorldBoss() && (GetLastDamagedTime() > Global.WorldMgr.GetGameTime() || HasAuraType(AuraType.ModTaunt)))
if (!isWorldBoss() && (GetLastDamagedTime() > GameTime.GetGameTime() || HasAuraType(AuraType.ModTaunt)))
return true;
}
@@ -2824,7 +2824,7 @@ namespace Game.Entities
ClearUnitState(UnitState.CannotTurn);
_focusSpell = null;
_focusDelay = (!IsPet() && withDelay) ? Time.GetMSTime() : 0; // don't allow re-target right away to prevent visual bugs
_focusDelay = (!IsPet() && withDelay) ? GameTime.GetGameTimeMS() : 0; // don't allow re-target right away to prevent visual bugs
}
public void MustReacquireTarget() { m_shouldReacquireTarget = true; } // flags the Creature for forced (client displayed) target reacquisition in the next Update call