Do not proc relentless strikes with slice and dice twice, fix vanish stealth apply
--HG-- branch : trunk
This commit is contained in:
+3
-2
@@ -978,7 +978,8 @@ void Spell::DoAllEffectOnTarget(TargetInfo *target)
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uint32 procEx = PROC_EX_NONE;
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//Spells with this flag cannot trigger if effect is casted on self
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bool canEffectTrigger = (m_spellInfo->AttributesEx4 & SPELL_ATTR_EX4_CANT_PROC_FROM_SELFCAST ? m_caster!=unitTarget : true)
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// Slice and Dice, relentless strikes, eviscerate
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bool canEffectTrigger = (m_spellInfo->AttributesEx4 & (SPELL_ATTR_EX4_CANT_PROC_FROM_SELFCAST | SPELL_ATTR_EX4_UNK4) ? m_caster!=unitTarget : true)
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&& m_canTrigger;
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if (missInfo==SPELL_MISS_NONE) // In case spell hit target, do all effect on that target
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@@ -1222,7 +1223,7 @@ void Spell::DoSpellHitOnUnit(Unit *unit, const uint32 effectMask)
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((Creature*)m_caster)->AI()->SpellHitTarget(unit, m_spellInfo);
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// spells with this flag can trigger only if not selfcast (eviscerate for example)
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if (m_ChanceTriggerSpells.size() && (!(m_spellInfo->AttributesEx4 & SPELL_ATTR_EX4_CANT_PROC_FROM_SELFCAST) || unit!=m_caster))
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if (m_ChanceTriggerSpells.size() && (!(m_spellInfo->AttributesEx4 & SPELL_ATTR_EX4_CANT_PROC_FROM_SELFCAST | SPELL_ATTR_EX4_UNK4) || unit!=m_caster))
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{
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int _duration=0;
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for(ChanceTriggerSpells::const_iterator i = m_ChanceTriggerSpells.begin(); i != m_ChanceTriggerSpells.end(); ++i)
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@@ -1824,7 +1824,8 @@ void Spell::EffectTriggerSpell(uint32 i)
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return;
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// get highest rank of the Stealth spell
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uint32 spellId = 0;
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bool found = false;
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SpellEntry const *spellInfo;
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const PlayerSpellMap& sp_list = ((Player*)m_caster)->GetSpellMap();
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for (PlayerSpellMap::const_iterator itr = sp_list.begin(); itr != sp_list.end(); ++itr)
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{
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@@ -1832,26 +1833,26 @@ void Spell::EffectTriggerSpell(uint32 i)
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if(!itr->second->active || itr->second->disabled || itr->second->state == PLAYERSPELL_REMOVED)
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continue;
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SpellEntry const *spellInfo = sSpellStore.LookupEntry(itr->first);
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spellInfo = sSpellStore.LookupEntry(itr->first);
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if (!spellInfo)
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continue;
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if (spellInfo->SpellFamilyName == SPELLFAMILY_ROGUE && spellInfo->SpellFamilyFlags & SPELLFAMILYFLAG_ROGUE_STEALTH)
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{
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spellId = spellInfo->Id;
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found=true;
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break;
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}
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}
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// no Stealth spell found
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if (!spellId)
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if (!found)
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return;
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// reset cooldown on it if needed
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if(((Player*)m_caster)->HasSpellCooldown(spellId))
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((Player*)m_caster)->RemoveSpellCooldown(spellId);
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if(((Player*)m_caster)->HasSpellCooldown(spellInfo->Id))
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((Player*)m_caster)->RemoveSpellCooldown(spellInfo->Id);
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m_caster->CastSpell(m_caster, spellId, true);
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m_TriggerSpells.push_back(spellInfo);
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return;
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}
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// just skip
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@@ -1961,8 +1962,7 @@ void Spell::EffectTriggerSpell(uint32 i)
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for(uint32 j = i+1; j < 3; ++j)
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{
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if(m_spellInfo->EffectImplicitTargetA[j] == TARGET_UNIT_CASTER
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&& (m_spellInfo->Effect[j]==SPELL_EFFECT_INSTAKILL
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|| m_spellInfo->Effect[j]==SPELL_EFFECT_SANCTUARY))
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&& (m_spellInfo->Effect[j]==SPELL_EFFECT_INSTAKILL))
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{
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instant = true;
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break;
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