From d0887b7cc9adf68d3a74b78db2f973ba2aec8e17 Mon Sep 17 00:00:00 2001 From: hondacrx Date: Fri, 12 Jan 2018 20:46:47 -0500 Subject: [PATCH] Core/Talents: Really fix talents this time. Core/Misc: Misc fixes --- Source/Game/Entities/Player/Player.Talents.cs | 3 +-- Source/Game/Entities/Unit/Unit.cs | 2 -- Source/Game/Movement/Generators/PointMovement.cs | 4 ++-- 3 files changed, 3 insertions(+), 6 deletions(-) diff --git a/Source/Game/Entities/Player/Player.Talents.cs b/Source/Game/Entities/Player/Player.Talents.cs index 3f319f31e..3ab411963 100644 --- a/Source/Game/Entities/Player/Player.Talents.cs +++ b/Source/Game/Entities/Player/Player.Talents.cs @@ -158,8 +158,7 @@ namespace Game.Entities { foreach (TalentRecord talent in Global.DB2Mgr.GetTalentsByPosition(GetClass(), talentInfo.TierID, c)) { - //Todo test me - if (talent.SpecID != GetUInt32Value(PlayerFields.CurrentSpecId)) + if (talent.SpecID != 0 && talent.SpecID != GetUInt32Value(PlayerFields.CurrentSpecId)) continue; if (HasTalent(talent.Id, GetActiveTalentGroup()) && !HasFlag(PlayerFields.Flags, PlayerFlags.Resting) && HasFlag(UnitFields.Flags, UnitFlags.ImmuneToNpc)) diff --git a/Source/Game/Entities/Unit/Unit.cs b/Source/Game/Entities/Unit/Unit.cs index c7bd8f05f..97af854e6 100644 --- a/Source/Game/Entities/Unit/Unit.cs +++ b/Source/Game/Entities/Unit/Unit.cs @@ -1105,8 +1105,6 @@ namespace Game.Entities if (!IsInWorld) return res; - RemoveNotOwnSingleTargetAuras(0, true); - if (IsTypeId(TypeId.Unit) || (!ToPlayer().IsGameMaster() && !ToPlayer().GetSession().PlayerLogout())) { HostileRefManager refManager = getHostileRefManager(); diff --git a/Source/Game/Movement/Generators/PointMovement.cs b/Source/Game/Movement/Generators/PointMovement.cs index b335498d7..d183e16fc 100644 --- a/Source/Game/Movement/Generators/PointMovement.cs +++ b/Source/Game/Movement/Generators/PointMovement.cs @@ -99,8 +99,8 @@ namespace Game.Movement public override void DoFinalize(T owner) { - //if (owner.HasUnitState(UnitState.Charging)) - owner.ClearUnitState(UnitState.Roaming | UnitState.RoamingMove); + if (!owner.HasUnitState(UnitState.Charging)) + owner.ClearUnitState(UnitState.Roaming | UnitState.RoamingMove); if (owner.moveSpline.Finalized()) MovementInform(owner);