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fix(Core/Spells): Implemented SPELL_ATTR3_NO_PROC_EQUIP_REQUIREMENT. (#7178)
* fix(Core/Spells): Implemented SPELL_ATTR3_NO_PROC_EQUIP_REQUIREMENT. Fixed #6559. * Excluded shoot spells. Co-authored-by: Stefano Borzì <stefanoborzi32@gmail.com>
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@@ -16677,8 +16677,10 @@ bool Unit::IsTriggeredAtSpellProcEvent(Unit* victim, Aura* aura, SpellInfo const
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// Xinef: additional check for player auras - only player spells can trigger player proc auras
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// Xinef: skip victim auras
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// Excluded player shoot spells
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if (!isVictim && GetTypeId() == TYPEID_PLAYER) //spellProto->SpellFamilyName != SPELLFAMILY_GENERIC)
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if (!(EventProcFlag & (PROC_FLAG_KILL | PROC_FLAG_DEATH)) && procSpell && procSpell->SpellFamilyName == SPELLFAMILY_GENERIC && (!eventInfo.GetTriggerAuraSpell() || eventInfo.GetTriggerAuraSpell()->SpellFamilyName == SPELLFAMILY_GENERIC))
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if (!(EventProcFlag & (PROC_FLAG_KILL | PROC_FLAG_DEATH)) && procSpell && procSpell->SpellFamilyName == SPELLFAMILY_GENERIC && procSpell->GetCategory() != 76 &&
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(!eventInfo.GetTriggerAuraSpell() || eventInfo.GetTriggerAuraSpell()->SpellFamilyName == SPELLFAMILY_GENERIC))
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return false;
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// Check spellProcEvent data requirements
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@@ -16705,7 +16707,7 @@ bool Unit::IsTriggeredAtSpellProcEvent(Unit* victim, Aura* aura, SpellInfo const
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return false;
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// Check if current equipment allows aura to proc
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if (!isVictim && GetTypeId() == TYPEID_PLAYER)
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if (!isVictim && GetTypeId() == TYPEID_PLAYER && !spellProto->HasAttribute(SPELL_ATTR3_NO_PROC_EQUIP_REQUIREMENT))
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{
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Player* player = ToPlayer();
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if (spellProto->EquippedItemClass == ITEM_CLASS_WEAPON)
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