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  1. # HG changeset patch
  2. # User Zaffy <zaffy@lunar.sk>
  3. # Date 1432596170 -7200
  4. # Tue May 26 01:22:50 2015 +0200
  5. # Node ID 0bd25529693999add46c663c35f63694347af733
  6. # Parent 2526adeef2db6a9e53b27e7cf63a51b7888817b7
  7. Fix #906
  8.  
  9. diff -r 2526adeef2db -r 0bd255296939 src/game/Spell.cpp
  10. --- a/src/game/Spell.cpp Tue May 26 00:53:12 2015 +0200
  11. +++ b/src/game/Spell.cpp Tue May 26 01:22:50 2015 +0200
  12. @@ -2442,10 +2442,6 @@
  13. // Okay, everything is prepared. Now we need to distinguish between immediate and evented delayed spells
  14. if ((m_spellInfo->speed > 0.0f && !IsChanneledSpell(m_spellInfo)) || m_spellInfo->AttributesEx4 & SPELL_ATTR_EX4_UNK4)
  15. {
  16. - // Remove used for cast item if need (it can be already NULL after TakeReagents call
  17. - // in case delayed spell remove item at cast delay start
  18. - TakeCastItem();
  19. -
  20. // Okay, maps created, now prepare flags
  21. m_immediateHandled = false;
  22. m_spellState = SPELL_STATE_DELAYED;
  23. @@ -2612,6 +2608,7 @@
  24. {
  25. // handle some immediate features of the spell here
  26. HandleThreatSpells();
  27. + TakeCastItem();
  28.  
  29. m_needSpellLog = IsNeedSendToClient();
  30. for (uint32 j = 0; j < MAX_SPELL_EFFECTS; ++j)
  31. @@ -2619,11 +2616,6 @@
  32. if (m_spellInfo->Effect[j] == 0)
  33. continue;
  34.  
  35. - // Remove the key from player's inventory here to make sure that
  36. - // locked chests open and display loot properly.
  37. - if (m_spellInfo->Effect[j] == SPELL_EFFECT_OPEN_LOCK_ITEM)
  38. - TakeCastItem();
  39. -
  40. // apply Send Event effect to ground in case empty target lists
  41. if (m_spellInfo->Effect[j] == SPELL_EFFECT_SEND_EVENT && !HaveTargetsForEffect(j))
  42. {
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