fix(Core/Unit): ranged auto-attack sound issue if a player attacks target not in LOS (#3610)

This commit is contained in:
Goatform
2020-11-07 18:23:42 +01:00
committed by GitHub
parent 9da3939c2d
commit 5254aec645

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@@ -3213,36 +3213,55 @@ void Unit::_UpdateSpells(uint32 time)
void Unit::_UpdateAutoRepeatSpell()
{
// check "realtime" interrupts
if ((GetTypeId() == TYPEID_PLAYER && ToPlayer()->isMoving()) || IsNonMeleeSpellCast(false, false, true, m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Id == 75))
SpellInfo const* spellProto = nullptr;
if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL])
{
// cancel wand shoot
if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Id != 75)
InterruptSpell(CURRENT_AUTOREPEAT_SPELL);
spellProto = m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo;
}
if (!spellProto)
{
return;
}
static uint32 const HUNTER_AUTOSHOOT = 75;
// Check "realtime" interrupts
if ((GetTypeId() == TYPEID_PLAYER && ToPlayer()->isMoving() && spellProto->Id != HUNTER_AUTOSHOOT) ||
IsNonMeleeSpellCast(false, false, true, spellProto->Id == HUNTER_AUTOSHOOT))
{
InterruptSpell(CURRENT_AUTOREPEAT_SPELL);
m_AutoRepeatFirstCast = true;
return;
}
// apply delay (Auto Shot (spellID 75) not affected)
if (m_AutoRepeatFirstCast && getAttackTimer(RANGED_ATTACK) < 500 && m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Id != 75)
// Apply delay (Hunter's autoshoot not affected)
if (m_AutoRepeatFirstCast && getAttackTimer(RANGED_ATTACK) < 500 && spellProto->Id != HUNTER_AUTOSHOOT)
{
setAttackTimer(RANGED_ATTACK, 500);
}
m_AutoRepeatFirstCast = false;
// castroutine
// Check for ranged attack timer
if (isAttackReady(RANGED_ATTACK))
{
// Check if able to cast
if (m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->CheckCast(true) != SPELL_CAST_OK)
SpellCastResult result = m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->CheckCast(true);
if (result != SPELL_CAST_OK)
{
InterruptSpell(CURRENT_AUTOREPEAT_SPELL);
if (spellProto->Id != HUNTER_AUTOSHOOT)
{
InterruptSpell(CURRENT_AUTOREPEAT_SPELL);
}
return;
}
// we want to shoot
Spell* spell = new Spell(this, m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo, TRIGGERED_FULL_MASK);
// We want to shoot
Spell* spell = new Spell(this, spellProto, TRIGGERED_FULL_MASK);
spell->prepare(&(m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_targets));
// all went good, reset attack
// Reset attack
resetAttackTimer(RANGED_ATTACK);
}
}