[11322] Get rid of redundant CalculateSpellDuration calls, calculate once in Spell::prepare

Also fix despawn time calculation of dynamic objects.
This commit is contained in:
zergtmn 2011-04-07 13:32:00 +06:00
parent 28375e295e
commit 0dfcbf8051
4 changed files with 16 additions and 25 deletions

View file

@ -388,6 +388,7 @@ Spell::Spell( Unit* caster, SpellEntry const *info, bool triggered, ObjectGuid o
m_powerCost = 0; // setup to correct value in Spell::prepare, don't must be used before.
m_casttime = 0; // setup to correct value in Spell::prepare, don't must be used before.
m_timer = 0; // will set to cast time in prepare
m_duration = 0;
m_needAliveTargetMask = 0;
@ -2812,6 +2813,7 @@ void Spell::prepare(SpellCastTargets const* targets, Aura* triggeredByAura)
// calculate cast time (calculated after first CheckCast check to prevent charge counting for first CheckCast fail)
m_casttime = GetSpellCastTime(m_spellInfo, this);
m_duration = CalculateSpellDuration(m_spellInfo, m_caster);
// set timer base at cast time
ReSetTimer();
@ -3153,15 +3155,10 @@ void Spell::cast(bool skipCheck)
void Spell::handle_immediate()
{
// start channeling if applicable
if(IsChanneledSpell(m_spellInfo))
if (IsChanneledSpell(m_spellInfo) && m_duration > 0)
{
int32 duration = CalculateSpellDuration(m_spellInfo, m_caster);
if (duration > 0)
{
m_spellState = SPELL_STATE_CASTING;
SendChannelStart(duration);
}
m_spellState = SPELL_STATE_CASTING;
SendChannelStart(m_duration);
}
// process immediate effects (items, ground, etc.) also initialize some variables