Core/Spells: Remade trajectory target selection
Port From (https://github.com/TrinityCore/TrinityCore/commit/3f7fe6f8a51f61083b4940eaadddc3b390f8e238)
This commit is contained in:
@@ -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:
|
||||
|
||||
Reference in New Issue
Block a user