fix(Core/Spells): Ignite and Revitalize should not prelong combat. (#13812)

Fixes #13330
This commit is contained in:
UltraNix
2023-01-06 00:50:53 +01:00
committed by GitHub
parent ac2466030e
commit 96fa9c5c7b
7 changed files with 28 additions and 16 deletions

View File

@@ -701,7 +701,7 @@ class spell_mage_ignite : public AuraScript
return true;
}
void HandleProc(AuraEffect const* /*aurEff*/, ProcEventInfo& eventInfo)
void HandleProc(AuraEffect const* aurEff, ProcEventInfo& eventInfo)
{
PreventDefaultAction();
@@ -711,7 +711,7 @@ class spell_mage_ignite : public AuraScript
int32 amount = int32(CalculatePct(eventInfo.GetDamageInfo()->GetDamage(), pct) / igniteDot->GetMaxTicks());
// Xinef: implement ignite bug
eventInfo.GetProcTarget()->CastDelayedSpellWithPeriodicAmount(eventInfo.GetActor(), SPELL_MAGE_IGNITE, SPELL_AURA_PERIODIC_DAMAGE, amount);
eventInfo.GetProcTarget()->CastDelayedSpellWithPeriodicAmount(eventInfo.GetActor(), SPELL_MAGE_IGNITE, SPELL_AURA_PERIODIC_DAMAGE, amount, aurEff);
//GetTarget()->CastCustomSpell(SPELL_MAGE_IGNITE, SPELLVALUE_BASE_POINT0, amount, eventInfo.GetProcTarget(), true, nullptr, aurEff);
}