*Fix Heart of the Pheonix
*Fix autoshoot rotation with steady shot. *Make Incanter's Absorption not interrupt other casts. --HG-- branch : trunk
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+2
-2
@@ -459,12 +459,12 @@ void Pet::setDeathState(DeathState s) // overwrite virtual
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if(!mapEntry || (mapEntry->map_type != MAP_ARENA && mapEntry->map_type != MAP_BATTLEGROUND))
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ModifyPower(POWER_HAPPINESS, -HAPPINESS_LEVEL_SIZE);
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SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);
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//SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);
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}
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}
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else if(getDeathState()==ALIVE)
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{
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RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);
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//RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);
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CastPetAuras(true);
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}
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}
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+1
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@@ -4829,7 +4829,7 @@ SpellCastResult Spell::CheckCast(bool strict)
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SpellCastResult Spell::CheckPetCast(Unit* target)
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{
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if(!m_caster->isAlive())
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if(!m_caster->isAlive() && !(m_spellInfo->Attributes & SPELL_ATTR_CASTABLE_WHILE_DEAD))
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return SPELL_FAILED_CASTER_DEAD;
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if(m_caster->hasUnitState(UNIT_STAT_CASTING) && !m_IsTriggeredSpell) //prevent spellcast interruption by another spellcast
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@@ -5133,6 +5133,15 @@ void Spell::EffectScriptEffect(uint32 effIndex)
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{
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switch(m_spellInfo->Id)
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{
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// Heart of the Pheonix
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case 55709:
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{
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int pct = 100;
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if (unitTarget->GetTypeId()==TYPEID_UNIT && ((Creature*)unitTarget)->isPet())
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if (Unit* owner = ((Creature*)unitTarget)->GetOwner())
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owner->CastCustomSpell(unitTarget, 54114, &pct, NULL, NULL, true);
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break;
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}
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// Chimera Shot
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case 53209:
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{
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@@ -333,6 +333,12 @@ void WorldSession::HandleCastSpellOpcode(WorldPacket& recvPacket)
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}
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}
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// Client is resending autoshot cast opcode when other spell is casted during shoot rotation
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// Skip it to prevent "interrupt" message
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if (IsAutoRepeatRangedSpell(spellInfo) && _player->m_currentSpells[CURRENT_AUTOREPEAT_SPELL]
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&& _player->m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo == spellInfo)
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return;
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// can't use our own spells when we're in possession of another unit,
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if(_player->isPossessing())
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return;
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+6
-4
@@ -3383,7 +3383,7 @@ void Unit::_UpdateSpells( uint32 time )
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void Unit::_UpdateAutoRepeatSpell()
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{
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//check "realtime" interrupts
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if ( (GetTypeId() == TYPEID_PLAYER && ((Player*)this)->isMoving()) || IsNonMeleeSpellCasted(false,false,true) )
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if ( (GetTypeId() == TYPEID_PLAYER && ((Player*)this)->isMoving()) || IsNonMeleeSpellCasted(false,false,true,m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Id == SPELL_ID_AUTOSHOT) )
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{
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// cancel wand shoot
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if(m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Id != SPELL_ID_AUTOSHOT)
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@@ -3515,7 +3515,7 @@ void Unit::InterruptSpell(uint32 spellType, bool withDelayed, bool withInstant)
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}
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}
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bool Unit::IsNonMeleeSpellCasted(bool withDelayed, bool skipChanneled, bool skipAutorepeat) const
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bool Unit::IsNonMeleeSpellCasted(bool withDelayed, bool skipChanneled, bool skipAutorepeat, bool isAutoshoot) const
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{
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// We don't do loop here to explicitly show that melee spell is excluded.
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// Maybe later some special spells will be excluded too.
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@@ -3524,12 +3524,14 @@ bool Unit::IsNonMeleeSpellCasted(bool withDelayed, bool skipChanneled, bool skip
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if ( m_currentSpells[CURRENT_GENERIC_SPELL] &&
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(m_currentSpells[CURRENT_GENERIC_SPELL]->getState() != SPELL_STATE_FINISHED) &&
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(withDelayed || m_currentSpells[CURRENT_GENERIC_SPELL]->getState() != SPELL_STATE_DELAYED) )
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return(true);
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if (!isAutoshoot || !(m_currentSpells[CURRENT_GENERIC_SPELL]->m_spellInfo->AttributesEx2 & SPELL_ATTR_EX2_NOT_RESET_AUTOSHOT))
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return(true);
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// channeled spells may be delayed, but they are still considered casted
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else if ( !skipChanneled && m_currentSpells[CURRENT_CHANNELED_SPELL] &&
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(m_currentSpells[CURRENT_CHANNELED_SPELL]->getState() != SPELL_STATE_FINISHED) )
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return(true);
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if (!isAutoshoot || !(m_currentSpells[CURRENT_CHANNELED_SPELL]->m_spellInfo->AttributesEx2 & SPELL_ATTR_EX2_NOT_RESET_AUTOSHOT))
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return(true);
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// autorepeat spells may be finished or delayed, but they are still considered casted
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else if ( !skipAutorepeat && m_currentSpells[CURRENT_AUTOREPEAT_SPELL] )
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+1
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@@ -1436,7 +1436,7 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
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// set withDelayed to true to account delayed spells as casted
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// delayed+channeled spells are always accounted as casted
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// we can skip channeled or delayed checks using flags
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bool IsNonMeleeSpellCasted(bool withDelayed, bool skipChanneled = false, bool skipAutorepeat = false) const;
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bool IsNonMeleeSpellCasted(bool withDelayed, bool skipChanneled = false, bool skipAutorepeat = false, bool isAutoshoot = false) const;
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// set withDelayed to true to interrupt delayed spells too
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// delayed+channeled spells are always interrupted
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