Core/Spells: let all periodic effects roll over their timers on refresh

* renamed SPELL_ATTR0_CU_DONT_RESET_PERIODIC to SPELL_ATTR0_CU_RESET_PERIODIC_TIMER and changed functionality to prevent described behavior from happening
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Ovahlord committed 2022-01-12 18:51:21 +01:00
1 parent 1149fbce3d
commit 0aa9129c3b
3 files changed
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@@ -4771,16 +4771,6 @@ void SpellMgr::LoadSpellInfoCorrections()
spellInfo->Effects[EFFECT_0].MaxRadiusEntry = sSpellRadiusStore.LookupEntry(EFFECT_RADIUS_45_YARDS);
});
// Reverberating Hymn
ApplySpellFix({
75323,
90008
}, [](SpellInfo* spellInfo)
{
// Aura is refreshed at 3 seconds, and the tick should happen at the fourth.
spellInfo->AttributesEx8 |= SPELL_ATTR0_CU_DONT_RESET_PERIODIC;
});
// Destruction Protocoll
ApplySpellFix({ 77437 }, [](SpellInfo* spellInfo)
{