Core/Spells: The first target of a chained spell should be explicit.

Closes #5643
This commit is contained in:
Subv
2012-04-04 17:06:50 -05:00
parent 98687770ff
commit 5468e8eeb5
2 changed files with 5 additions and 5 deletions
+4 -4
View File
@@ -1008,7 +1008,7 @@ void Spell::SelectImplicitNearbyTargets(SpellEffIndex effIndex, SpellImplicitTar
{
case TARGET_OBJECT_TYPE_UNIT:
if (Unit* unitTarget = target->ToUnit())
AddUnitTarget(unitTarget, effMask, false);
AddUnitTarget(unitTarget, effMask, true, false);
break;
case TARGET_OBJECT_TYPE_GOBJ:
if (GameObject* gobjTarget = target->ToGameObject())
@@ -1544,7 +1544,7 @@ void Spell::SelectImplicitTargetObjectTargets(SpellEffIndex effIndex, SpellImpli
{
ASSERT((m_targets.GetObjectTarget() || m_targets.GetItemTarget()) && "Spell::SelectImplicitTargetObjectTargets - no explicit object or item target available!");
if (Unit* unit = m_targets.GetUnitTarget())
AddUnitTarget(unit, 1 << effIndex);
AddUnitTarget(unit, 1 << effIndex, true, false);
else if (GameObject* gobj = m_targets.GetGOTarget())
AddGOTarget(gobj, 1 << effIndex);
else
@@ -2077,7 +2077,7 @@ void Spell::CleanupTargetList()
m_delayMoment = 0;
}
void Spell::AddUnitTarget(Unit* target, uint32 effectMask, bool checkIfValid /*= true*/)
void Spell::AddUnitTarget(Unit* target, uint32 effectMask, bool checkIfValid /*= true*/, bool implicit /*= true*/)
{
for (uint32 effIndex = 0; effIndex < MAX_SPELL_EFFECTS; ++effIndex)
if (!m_spellInfo->Effects[effIndex].IsEffect() || !CheckEffectTarget(target, effIndex))
@@ -2088,7 +2088,7 @@ void Spell::AddUnitTarget(Unit* target, uint32 effectMask, bool checkIfValid /*=
return;
if (checkIfValid)
if (m_spellInfo->CheckTarget(m_caster, target, true) != SPELL_CAST_OK)
if (m_spellInfo->CheckTarget(m_caster, target, implicit) != SPELL_CAST_OK)
return;
// Check for effect immune skip if immuned
+1 -1
View File
@@ -596,7 +596,7 @@ class Spell
SpellDestination m_destTargets[MAX_SPELL_EFFECTS];
void AddUnitTarget(Unit* target, uint32 effectMask, bool checkIfValid = true);
void AddUnitTarget(Unit* target, uint32 effectMask, bool checkIfValid = true, bool implicit = true);
void AddGOTarget(GameObject* target, uint32 effectMask);
void AddItemTarget(Item* item, uint32 effectMask);
void AddDestTarget(SpellDestination const& dest, uint32 effIndex);