[Bug Fix] PR 2032 would lock client on casting fail as written (#2038)

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KayenEQ 2022-03-06 23:03:19 -05:00 committed by GitHub
parent 4e40d7eacc
commit f814b5bec5
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@ -180,22 +180,27 @@ bool Mob::CastSpell(uint16 spell_id, uint16 target_id, CastingSlot slot,
}
//Goal of Spells:UseSpellImpliedTargeting is to replicate the EQ2 feature where spells will 'pass through' invalid targets to target's target to try to find a valid target.
if (RuleB(Spells,UseSpellImpliedTargeting) && IsClient()) {
Mob* spell_target = entity_list.GetMobID(target_id);
if (spell_target && spell_target->GetTarget()) {
// If either this is beneficial and the target is not a player or player's pet or vis versa
if ((IsBeneficialSpell(spell_id) && (!(spell_target->IsClient() || (spell_target->HasOwner() && spell_target->GetOwner()->IsClient()))))
|| (IsDetrimentalSpell(spell_id) && (spell_target->IsClient() || (spell_target->HasOwner() && spell_target->GetOwner()->IsClient())))) {
//Check if the target's target is a valid target; we can use DoCastingChecksOnTarget() here because we can let it handle the failure as vanilla would
if (DoCastingChecksOnTarget(true, spell_id, spell_target->GetTarget())) {
target_id = spell_target->GetTarget()->GetID();
} else {
//Just return false here because we are going to fail the next check block anyway if we reach this point.
return false;
}
}
}
}
if (RuleB(Spells,UseSpellImpliedTargeting) && IsClient()) {
Mob* spell_target = entity_list.GetMobID(target_id);
if (spell_target) {
Mob* targets_target = spell_target->GetTarget();
if (targets_target) {
// If either this is beneficial and the target is not a player or player's pet or vis versa
if ((IsBeneficialSpell(spell_id) && (!(spell_target->IsClient() || (spell_target->HasOwner() && spell_target->GetOwner()->IsClient()))))
|| (IsDetrimentalSpell(spell_id) && (spell_target->IsClient() || (spell_target->HasOwner() && spell_target->GetOwner()->IsClient())))) {
//Check if the target's target is a valid target; we can use DoCastingChecksOnTarget() here because we can let it handle the failure as vanilla would
if (DoCastingChecksOnTarget(true, spell_id, targets_target)) {
target_id = targets_target->GetID();
}
else {
//Just return false here because we are going to fail the next check block anyway if we reach this point.
StopCastSpell(spell_id, send_spellbar_enable);
return false;
}
}
}
}
}
if (!DoCastingChecksOnCaster(spell_id, slot) ||
!DoCastingChecksZoneRestrictions(true, spell_id) ||