Core/Spells: Fix spelleffect sanctuary
- No longer removes every attacker, but updates the visibility - Using that effect won't remove attackers that can still see through the stealth of the caster based on distance - Ignores spells that were casted before or at the same time of that effect - Trigger other needed spells when casting Shadowmeld --HG-- branch : trunk
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@@ -1138,6 +1138,9 @@ void Spell::DoAllEffectOnTarget(TargetInfo *target)
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if (unit->isAlive() != target->alive)
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return;
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if (getState() == SPELL_STATE_DELAYED && !IsPositiveSpell(m_spellInfo->Id) && (getMSTime() - target->timeDelay) <= unit->m_lastSanctuaryTime)
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return; // No missinfo in that case
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// Get original caster (if exist) and calculate damage/healing from him data
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Unit *caster = m_originalCaster ? m_originalCaster : m_caster;
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@@ -3414,7 +3417,10 @@ uint64 Spell::handle_delayed(uint64 t_offset)
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if (ihit->processed == false)
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{
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if (single_missile || ihit->timeDelay <= t_offset)
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{
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ihit->timeDelay = t_offset;
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DoAllEffectOnTarget(&(*ihit));
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}
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else if (next_time == 0 || ihit->timeDelay < next_time)
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next_time = ihit->timeDelay;
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}
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@@ -5326,27 +5326,9 @@ void Spell::EffectSanctuary(SpellEffIndex /*effIndex*/)
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if (!unitTarget)
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return;
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std::list<Unit*> targets;
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Trinity::AnyUnfriendlyUnitInObjectRangeCheck u_check(unitTarget, unitTarget, m_caster->GetMap()->GetVisibilityRange());
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Trinity::UnitListSearcher<Trinity::AnyUnfriendlyUnitInObjectRangeCheck> searcher(unitTarget, targets, u_check);
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unitTarget->VisitNearbyObject(m_caster->GetMap()->GetVisibilityRange(), searcher);
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for (std::list<Unit*>::iterator iter = targets.begin(); iter != targets.end(); ++iter)
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{
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if (!(*iter)->hasUnitState(UNIT_STAT_CASTING))
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continue;
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unitTarget->getHostileRefManager().UpdateVisibility();
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unitTarget->m_lastSanctuaryTime = getMSTime();
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for (uint32 i = CURRENT_FIRST_NON_MELEE_SPELL; i < CURRENT_MAX_SPELL; i++)
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{
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if ((*iter)->GetCurrentSpell(i)
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&& (*iter)->GetCurrentSpell(i)->m_targets.getUnitTargetGUID() == unitTarget->GetGUID())
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{
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(*iter)->InterruptSpell(CurrentSpellTypes(i), false);
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}
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}
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}
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unitTarget->CombatStop();
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unitTarget->getHostileRefManager().deleteReferences(); // stop all fighting
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// Vanish allows to remove all threat and cast regular stealth so other spells can be used
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if (m_caster->GetTypeId() == TYPEID_PLAYER
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&& m_spellInfo->SpellFamilyName == SPELLFAMILY_ROGUE
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