Core/Spells: Remade trajectory target selection

Port From (https://github.com/TrinityCore/TrinityCore/commit/3f7fe6f8a51f61083b4940eaadddc3b390f8e238)
This commit is contained in:
hondacrx
2019-08-15 11:51:44 -04:00
parent ee098676c2
commit bab0bbdf3c
8 changed files with 109 additions and 137 deletions
+15
View File
@@ -2261,6 +2261,21 @@ namespace Game.Entities
if (effect == null)
continue;
if (effect.IsEffect() && (effect.TargetA.GetTarget() == Targets.DestTraj || effect.TargetB.GetTarget() == Targets.DestTraj))
{
// Get triggered spell if any
SpellInfo spellInfoTrigger = GetSpellInfo(effect.TriggerSpell);
if (spellInfoTrigger != null)
{
float maxRangeMain = spellInfo.GetMaxRange();
float maxRangeTrigger = spellInfoTrigger.GetMaxRange();
// check if triggered spell has enough max range to cover trajectory
if (maxRangeTrigger < maxRangeMain)
spellInfoTrigger.RangeEntry = spellInfo.RangeEntry;
}
}
switch (effect.Effect)
{
case SpellEffectName.Charge: