From 8f249a3d84c9086711dd96185aa28334a43eeee8 Mon Sep 17 00:00:00 2001 From: Kitzunu <24550914+Kitzunu@users.noreply.github.com> Date: Fri, 28 Jan 2022 22:45:47 +0100 Subject: [PATCH] fix(Core/Misc): Revert commits causing massive delays (#10408) * this reverts commit (https://github.com/azerothcore/azerothcore-wotlk/commit/674b168addbc35f1faaa2e72eacee6edf5e0d457) * this reverts commit (https://github.com/azerothcore/azerothcore-wotlk/commit/b085ee61ebfcc85505bab405e15b059943425678) * closes https://github.com/azerothcore/azerothcore-wotlk/issues/10407 --- src/server/game/Entities/Unit/Unit.cpp | 3 --- src/server/game/Spells/SpellEffects.cpp | 3 --- 2 files changed, 6 deletions(-) diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index b27e7cce8..01c0394eb 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -977,9 +977,6 @@ uint32 Unit::DealDamage(Unit* attacker, Unit* victim, uint32 damage, CleanDamage //if (attacker && victim->GetTypeId() == TYPEID_PLAYER && victim != attacker) //victim->ToPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_TOTAL_DAMAGE_RECEIVED, health); // pussywizard: optimization - //Pussywarlock Elite MDic - Unit death not showing full spell animation. - //This delay of 400ms provides that opportunity for it to not be nerfed. - std::this_thread::sleep_for(400ms); Unit::Kill(attacker, victim, durabilityLoss, cleanDamage ? cleanDamage->attackType : BASE_ATTACK, spellProto); } else diff --git a/src/server/game/Spells/SpellEffects.cpp b/src/server/game/Spells/SpellEffects.cpp index 57e6eb768..24629c8a8 100644 --- a/src/server/game/Spells/SpellEffects.cpp +++ b/src/server/game/Spells/SpellEffects.cpp @@ -293,9 +293,6 @@ void Spell::EffectInstaKill(SpellEffIndex /*effIndex*/) data << unitTarget->GetGUID(); data << uint32(m_spellInfo->Id); m_caster->SendMessageToSet(&data, true); - // MDic - acidmanifesto: This is needed due to the Unit::DealDamage firing off immediately after the worldpacket which nerfs out additional spell animations - // The delay of half a second ensures the spell animations which are typically 0.4 seconds long have enough time to fire off - std::this_thread::sleep_for(500ms); Unit::DealDamage(m_caster, unitTarget, unitTarget->GetHealth(), nullptr, NODAMAGE, SPELL_SCHOOL_MASK_NORMAL, nullptr, false); }