Fix PB AE

This commit is contained in:
Michael Cook (mackal) 2017-07-04 13:01:34 -04:00
parent 3dcc2edceb
commit eff8000196
2 changed files with 6 additions and 2 deletions

View File

@ -96,7 +96,9 @@ bool Beacon::Process()
Mob *caster = entity_list.GetMob(caster_id);
if(caster && spell_iterations-- && max_targets)
{
bool affect_caster = (!caster->IsNPC() && !caster->IsAIControlled()); //NPC AE spells do not affect the NPC caster
// NPCs should never be affected by an AE they cast. PB AEs shouldn't affect caster either
// I don't think any other cases that get here matter
bool affect_caster = (!caster->IsNPC() && !caster->IsAIControlled()) && spells[spell_id].targettype != ST_AECaster;
entity_list.AESpell(caster, this, spell_id, affect_caster, resist_adjust, &max_targets);
}
else

View File

@ -2241,7 +2241,9 @@ bool Mob::SpellFinished(uint16 spell_id, Mob *spell_target, CastingSlot slot, ui
if(ae_center && ae_center == this && IsBeneficialSpell(spell_id))
SpellOnTarget(spell_id, this);
bool affect_caster = !IsNPC(); //NPC AE spells do not affect the NPC caster
// NPCs should never be affected by an AE they cast. PB AEs shouldn't affect caster either
// I don't think any other cases that get here matter
bool affect_caster = !IsNPC() && spells[spell_id].targettype != ST_AECaster;
if (spells[spell_id].targettype == ST_AETargetHateList)
hate_list.SpellCast(this, spell_id, spells[spell_id].aoerange, ae_center);