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Просмотр полной версии : Check cast Disengage


Den
23.04.2012, 20:17
diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp
index a389f3c..ba5e497 100644
--- a/src/game/Spell.cpp
+++ b/src/game/Spell.cpp
@@ -4814,6 +4814,13 @@ SpellCastResult Spell::CheckCast(bool strict)
return SPELL_FAILED_MOVING;
}

+ if (!m_caster->isInCombat())
+ {
+ // Hunter Disengage allow use only in combat
+ if (m_spellInfo->IsFitToFamily(SPELLFAMILY_HUNTER, UI64LIT(0x0000400000000000)))
+ return SPELL_FAILED_CASTER_AURASTATE;
+ }
+
if (!m_IsTriggeredSpell && NeedsComboPoints(m_spellInfo) && !m_caster->IsIgnoreUnitState(m_spellInfo, IGNORE_UNIT_TARGET_STATE) &&
(!m_targets.getUnitTarget() || m_targets.getUnitTarget()->GetObjectGuid() != ((Player*)m_caster)->GetComboTargetGuid()))
// warrior not have real combo-points at client side but use this way for mark allow Overpower use

schmoozerd
25.04.2012, 22:52
I wonder a bit that this is not (well most likely not) done by an attribute..

alexluana
08.10.2012, 11:00
maybe... like in case of mounting... if are in combat u can't mount...
well this is the oposite effect side... usable only in combat

schmoozerd
17.10.2012, 23:22
in [12215] Thank you :)