Core/Spells: Do not register instant spells in Unit current spell containers when cast with TRIGGERED_IGNORE_CAST_IN_PROGRESS

Port From (https://github.com/TrinityCore/TrinityCore/commit/a8cace4c7086c65b760cca38c922410b7400130c)
This commit is contained in:
hondacrx
2022-05-04 10:46:34 -04:00
parent a43d074c9f
commit 8c652aacc9
+12 -7
View File
@@ -92,7 +92,7 @@ namespace Game.Spells
m_spellState = SpellState.None;
_triggeredCastFlags = triggerFlags;
if (m_spellInfo.HasAttribute(SpellAttr4.CanCastWhileCasting))
_triggeredCastFlags = _triggeredCastFlags | TriggerCastFlags.IgnoreCastInProgress | TriggerCastFlags.CastDirectly;
_triggeredCastFlags = _triggeredCastFlags | TriggerCastFlags.IgnoreCastInProgress;
effectHandleMode = SpellEffectHandleMode.Launch;
@@ -2490,6 +2490,12 @@ namespace Game.Spells
Cast(true);
else
{
// commented out !m_spellInfo->StartRecoveryTime, it forces instant spells with global cooldown to be processed in spell::update
// as a result a spell that passed CheckCast and should be processed instantly may suffer from this delayed process
// the easiest bug to observe is LoS check in AddUnitTarget, even if spell passed the CheckCast LoS check the situation can change in spell::update
// because target could be relocated in the meantime, making the spell fly to the air (no targets can be registered, so no effects processed, nothing in combat log)
bool willCastDirectly = m_casttime == 0 && /*!m_spellInfo->StartRecoveryTime && */ GetCurrentContainer() == CurrentSpellTypes.Generic;
Unit unitCaster = m_caster.ToUnit();
if (unitCaster != null)
{
@@ -2498,7 +2504,10 @@ namespace Game.Spells
if (!_triggeredCastFlags.HasAnyFlag(TriggerCastFlags.IgnoreAuraInterruptFlags) && m_spellInfo.IsBreakingStealth() && !m_spellInfo.HasAttribute(SpellAttr2.IgnoreActionAuraInterruptFlags))
unitCaster.RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.Action);
unitCaster.SetCurrentCastSpell(this);
// Do not register as current spell when requested to ignore cast in progress
// We don't want to interrupt that other spell with cast time
if (!willCastDirectly || !_triggeredCastFlags.HasFlag(TriggerCastFlags.IgnoreCastInProgress))
unitCaster.SetCurrentCastSpell(this);
}
SendSpellStart();
@@ -2506,11 +2515,7 @@ namespace Game.Spells
if (!_triggeredCastFlags.HasAnyFlag(TriggerCastFlags.IgnoreGCD))
TriggerGlobalCooldown();
// commented out !m_spellInfo.StartRecoveryTime, it forces instant spells with global cooldown to be processed in spell::update
// as a result a spell that passed CheckCast and should be processed instantly may suffer from this delayed process
// the easiest bug to observe is LoS check in AddUnitTarget, even if spell passed the CheckCast LoS check the situation can change in spell::update
// because target could be relocated in the meantime, making the spell fly to the air (no targets can be registered, so no effects processed, nothing in combat log)
if (m_casttime == 0 && /*m_spellInfo.StartRecoveryTime == 0 && */ GetCurrentContainer() == CurrentSpellTypes.Generic)
if (willCastDirectly)
Cast(true);
}