fix (Core/Unit): add AutoRpeatSpell delay to Auto Shot as well (#19603)

Update Unit.cpp
This commit is contained in:
Tereneckla
2024-08-26 12:20:23 +02:00
committed by GitHub
parent 5da709218d
commit f2ed6f791b
+2 -3
View File
@@ -3875,7 +3875,7 @@ void Unit::_UpdateAutoRepeatSpell()
static uint32 const HUNTER_AUTOSHOOT = 75; static uint32 const HUNTER_AUTOSHOOT = 75;
// Check "realtime" interrupts // Check "realtime" interrupts
if ((IsPlayer() && ToPlayer()->isMoving() && spellProto->Id != HUNTER_AUTOSHOOT) || IsNonMeleeSpellCast(false, false, true, spellProto->Id == HUNTER_AUTOSHOOT)) if ((IsPlayer() && ToPlayer()->isMoving()) || IsNonMeleeSpellCast(false, false, true, spellProto->Id == HUNTER_AUTOSHOOT))
{ {
// cancel wand shoot // cancel wand shoot
if (spellProto->Id != HUNTER_AUTOSHOOT) if (spellProto->Id != HUNTER_AUTOSHOOT)
@@ -3884,8 +3884,7 @@ void Unit::_UpdateAutoRepeatSpell()
return; return;
} }
// Apply delay (Hunter's autoshoot not affected) if (m_AutoRepeatFirstCast && getAttackTimer(RANGED_ATTACK) < 500)
if (m_AutoRepeatFirstCast && getAttackTimer(RANGED_ATTACK) < 500 && spellProto->Id != HUNTER_AUTOSHOOT)
{ {
setAttackTimer(RANGED_ATTACK, 500); setAttackTimer(RANGED_ATTACK, 500);
} }