From 3c8bcf31ace25a5a2837a87936026e04def5ef6a Mon Sep 17 00:00:00 2001 From: UltraNix <80540499+UltraNix@users.noreply.github.com> Date: Sat, 13 Nov 2021 22:58:22 +0100 Subject: [PATCH] fix(Core/Spells): Steady Shoot should not suspend ranged attack timer. (#9125) Fixes #9107 --- src/server/game/Entities/Unit/Unit.cpp | 10 ++++++---- 1 file changed, 6 insertions(+), 4 deletions(-) diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 8b6105d70..589af5454 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -469,16 +469,18 @@ void Unit::Update(uint32 p_time) { setAttackTimer(BASE_ATTACK, base_attack > 0 ? base_attack - (int32) p_time : 0); } - if (int32 ranged_attack = getAttackTimer(RANGED_ATTACK)) - { - setAttackTimer(RANGED_ATTACK, ranged_attack > 0 ? ranged_attack - (int32) p_time : 0); - } + if (int32 off_attack = getAttackTimer(OFF_ATTACK)) { setAttackTimer(OFF_ATTACK, off_attack > 0 ? off_attack - (int32) p_time : 0); } } + if (int32 ranged_attack = getAttackTimer(RANGED_ATTACK)) + { + setAttackTimer(RANGED_ATTACK, ranged_attack > 0 ? ranged_attack - (int32) p_time : 0); + } + // update abilities available only for fraction of time UpdateReactives(p_time);