Core/Spells: Autorepeat casting fixes

Port From (https://github.com/TrinityCore/TrinityCore/commit/de592386dcd6ac85feb11d2af85538d62c192696)
This commit is contained in:
hondacrx
2022-06-01 16:28:01 -04:00
parent e9fcfd6f26
commit 95d134b512
5 changed files with 32 additions and 32 deletions
-5
View File
@@ -365,11 +365,6 @@ namespace Game.Spells
{
if (!forcedCooldown.HasValue)
{
// shoot spells used equipped item cooldown values already assigned in SetBaseAttackTime(RANGED_ATTACK)
// prevent 0 cooldowns set by another way
if (cooldown <= TimeSpan.Zero && categoryCooldown <= TimeSpan.Zero && (categoryId == 76 || (spellInfo.IsAutoRepeatRangedSpell() && spellInfo.Id != 75)))
cooldown = TimeSpan.FromMilliseconds(_owner.m_unitData.RangedAttackRoundBaseTime);
// Now we have cooldown data (if found any), time to apply mods
Player modOwner = _owner.GetSpellModOwner();
if (modOwner)