*Fix a crash when statues are killed.
*Really fix some spells without target info sent to server. --HG-- branch : trunk
This commit is contained in:
+16
-10
@@ -408,13 +408,6 @@ Spell::Spell( Unit* Caster, SpellEntry const *info, bool triggered, uint64 origi
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}
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}
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if(!m_targets.getUnitTargetGUID() && m_spellInfo->Targets & TARGET_FLAG_UNIT)
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{
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if(Unit *target = ObjectAccessor::GetUnit(*m_caster, m_caster->GetUInt64Value(UNIT_FIELD_TARGET)))
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if(IsValidSingleTargetSpell(target))
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m_targets.setUnitTarget(target);
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}
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CleanupTargetList();
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}
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@@ -2011,6 +2004,13 @@ void Spell::prepare(SpellCastTargets const* targets, Aura* triggeredByAura)
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m_targets = *targets;
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if(!m_targets.getUnitTargetGUID() && m_spellInfo->Targets & TARGET_FLAG_UNIT)
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{
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if(Unit *target = ObjectAccessor::GetUnit(*m_caster, m_caster->GetUInt64Value(UNIT_FIELD_TARGET)))
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if(IsValidSingleTargetSpell(target))
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m_targets.setUnitTarget(target);
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}
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m_spellState = SPELL_STATE_PREPARING;
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m_caster->GetPosition(m_castPositionX, m_castPositionY, m_castPositionZ);
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@@ -2100,8 +2100,11 @@ void Spell::cancel()
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if(m_spellState == SPELL_STATE_FINISHED)
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return;
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uint32 oldState = m_spellState;
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m_spellState = SPELL_STATE_FINISHED;
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m_autoRepeat = false;
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switch (m_spellState)
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switch (oldState)
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{
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case SPELL_STATE_PREPARING:
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case SPELL_STATE_DELAYED:
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@@ -2133,10 +2136,13 @@ void Spell::cancel()
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} break;
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}
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finish(false);
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m_caster->RemoveDynObject(m_spellInfo->Id);
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m_caster->RemoveGameObject(m_spellInfo->Id,true);
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//set state back so finish will be processed
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m_spellState = oldState;
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finish(false);
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}
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void Spell::cast(bool skipCheck)
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+5
-5
@@ -4194,13 +4194,10 @@ void Unit::RemoveAura(AuraMap::iterator &i, AuraRemoveMode mode)
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if(!caster) // can be already located for IsSingleTargetSpell case
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caster = Aur->GetCaster();
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if(caster)
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if(caster && caster->isAlive())
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{
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if(caster->GetTypeId()==TYPEID_UNIT && ((Creature*)caster)->isTotem() && ((Totem*)caster)->GetTotemType()==TOTEM_STATUE)
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statue = ((Totem*)caster);
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// stop caster chanelling state
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else if(caster->m_currentSpells[CURRENT_CHANNELED_SPELL]
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if(caster->m_currentSpells[CURRENT_CHANNELED_SPELL]
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//prevent recurential call
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&& caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->getState() != SPELL_STATE_FINISHED)
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{
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@@ -4215,6 +4212,9 @@ void Unit::RemoveAura(AuraMap::iterator &i, AuraRemoveMode mode)
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caster->m_currentSpells[CURRENT_CHANNELED_SPELL]->cancel();
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}
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}
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if(caster->GetTypeId()==TYPEID_UNIT && ((Creature*)caster)->isTotem() && ((Totem*)caster)->GetTotemType()==TOTEM_STATUE)
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statue = ((Totem*)caster);
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}
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// Unsummon summon as possessed creatures on spell cancel
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