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[7365] Implement potion in combat delay proper work.
Original patch provided by miranda.conrado.
This commit is contained in:
parent
2b10d8fd71
commit
de51363151
5 changed files with 45 additions and 1 deletions
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@ -420,6 +420,8 @@ Player::Player (WorldSession *session): Unit(), m_achievementMgr(this)
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m_InstanceValid = true;
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m_dungeonDifficulty = DIFFICULTY_NORMAL;
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m_lastPotionId = 0;
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for (int i = 0; i < BASEMOD_END; i++)
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{
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m_auraBaseMod[i][FLAT_MOD] = 0.0f;
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@ -17750,6 +17752,30 @@ void Player::SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId, Spell
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data << GetGUID();
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SendDirectMessage(&data);
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}
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void Player::UpdatePotionCooldown(Spell* spell)
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{
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// no potion used i combat or still in combat
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if(!m_lastPotionId || isInCombat())
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return;
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// Call not from spell cast, send cooldown event for item spells if no in combat
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if(!spell)
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{
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// spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
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if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(m_lastPotionId))
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for(int idx = 0; idx < 5; ++idx)
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if(proto->Spells[idx].SpellId && proto->Spells[idx].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE)
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if(SpellEntry const* spellInfo = sSpellStore.LookupEntry(proto->Spells[idx].SpellId))
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SendCooldownEvent(spellInfo,m_lastPotionId);
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}
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// from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
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else
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SendCooldownEvent(spell->m_spellInfo,m_lastPotionId,spell);
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m_lastPotionId = 0;
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}
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//slot to be excluded while counting
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bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
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{
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@ -1500,6 +1500,8 @@ class MANGOS_DLL_SPEC Player : public Unit
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void RemoveAllSpellCooldown();
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void _LoadSpellCooldowns(QueryResult *result);
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void _SaveSpellCooldowns();
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void SetLastPotionId(uint32 item_id) { m_lastPotionId = item_id; }
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void UpdatePotionCooldown(Spell* spell = NULL);
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void setResurrectRequestData(uint64 guid, uint32 mapId, float X, float Y, float Z, uint32 health, uint32 mana)
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{
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@ -2276,6 +2278,7 @@ class MANGOS_DLL_SPEC Player : public Unit
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PlayerMails m_mail;
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PlayerSpellMap m_spells;
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SpellCooldowns m_spellCooldowns;
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uint32 m_lastPotionId; // last used health/mana potion in combat, that block next potion use
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ActionButtonList m_actionButtons;
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@ -2521,6 +2521,15 @@ void Spell::SendSpellCooldown()
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Player* _player = (Player*)m_caster;
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// mana/health potions, disabled by client
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if (m_spellInfo->Category==SPELLCATEGORY_HEALTH_MANA_POTIONS)
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{
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// need in some way provided data for Spell::finish SendCooldownEvent
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if(m_CastItem)
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_player->SetLastPotionId(m_CastItem->GetEntry());
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return;
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}
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// have infinity cooldown but set at aura apply
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if(m_spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
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return;
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@ -2716,6 +2725,10 @@ void Spell::finish(bool ok)
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((Player*)m_caster)->ClearComboPoints();
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}
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// mana/health potions, disabled by client, send event "not in combat"
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if (m_caster->GetTypeId() == TYPEID_PLAYER && m_spellInfo->Category == SPELLCATEGORY_HEALTH_MANA_POTIONS)
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((Player*)m_caster)->UpdatePotionCooldown(this);
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// call triggered spell only at successful cast (after clear combo points -> for add some if need)
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if(!m_TriggerSpells.empty())
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TriggerSpell();
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@ -8597,6 +8597,8 @@ void Unit::ClearInCombat()
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// Player's state will be cleared in Player::UpdateContestedPvP
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if(GetTypeId()!=TYPEID_PLAYER)
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clearUnitState(UNIT_STAT_ATTACK_PLAYER);
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else
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((Player*)this)->UpdatePotionCooldown();
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}
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bool Unit::isTargetableForAttack() const
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "7364"
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#define REVISION_NR "7365"
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#endif // __REVISION_NR_H__
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