Fix to have better sync server side spell range check to client check.

This commit is contained in:
KayenEQ 2016-03-25 18:25:54 -04:00
parent d36ec8c066
commit 1cfd1d478a
2 changed files with 2 additions and 2 deletions

View File

@ -563,7 +563,7 @@ public:
bool lookForAftArc = true);
//Procs
void TriggerDefensiveProcs(Mob *on, uint16 hand = MainPrimary, bool SkillProc=false, int damage = 0);
void TriggerDefensiveProcs(Mob *on, uint16 hand = MainPrimary, bool FromSkillProc=false, int damage = 0);
bool AddRangedProc(uint16 spell_id, uint16 iChance = 3, uint16 base_spell_id = SPELL_UNKNOWN);
bool RemoveRangedProc(uint16 spell_id, bool bAll = false);
bool HasRangedProcs() const;

View File

@ -2011,7 +2011,7 @@ bool Mob::SpellFinished(uint16 spell_id, Mob *spell_target, uint16 slot, uint16
}
//range check our target, if we have one and it is not us
float range = spells[spell_id].range;
float range = spells[spell_id].range + GetRangeDistTargetSizeMod(spell_target);
if(IsClient() && CastToClient()->TGB() && IsTGBCompatibleSpell(spell_id) && IsGroupSpell(spell_id))
range = spells[spell_id].aoerange;