Beneficial spells will now correctly inherit targets RestTimer

Example PC A is fighting mob B. PC C casts a heal on PC A. PC C will
inherit the timer from PC A. This is done because beneficial spells have
a "witness" check from NPCs so there is a chance PC C would not gain
aggro and could just keep on going with no RestTimer which allows them
to fast regen while actively participating.
This commit is contained in:
Michael Cook (mackal)
2018-07-14 18:50:02 -04:00
parent 18005ac7a9
commit 6ab2871fd1
3 changed files with 34 additions and 0 deletions
+1
View File
@@ -1397,6 +1397,7 @@ private:
void CalcRestState();
// if they have aggro (AggroCount != 0) their timer is saved in m_pp.RestTimer, else we need to get current timer
inline uint32 GetRestTimer() const { return AggroCount ? m_pp.RestTimer : rest_timer.GetRemainingTime() / 1000; }
void UpdateRestTimer(uint32 new_timer);
uint32 pLastUpdate;
uint32 pLastUpdateWZ;