Core/Spells: Autorepeat casting fixes
Port From (https://github.com/TrinityCore/TrinityCore/commit/de592386dcd6ac85feb11d2af85538d62c192696)
This commit is contained in:
@@ -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)
|
||||
|
||||
Reference in New Issue
Block a user