diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp index 788a61574a..99a0c064a2 100644 --- a/src/server/game/Spells/Spell.cpp +++ b/src/server/game/Spells/Spell.cpp @@ -2003,7 +2003,6 @@ void Spell::prepareDataForTriggerSystem() // For other spells trigger procflags are set in Spell::DoAllEffectOnTarget // Because spell positivity is dependant on target } - m_hitMask = PROC_HIT_NONE; // Hunter trap spells - activation proc for Lock and Load, Entrapment and Misdirection if (m_spellInfo->SpellFamilyName == SPELLFAMILY_HUNTER && @@ -3429,10 +3428,16 @@ void Spell::handle_immediate() // process immediate effects (items, ground, etc.) also initialize some variables _handle_immediate_phase(); - for (std::list::iterator ihit= m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit) - DoAllEffectOnTarget(&(*ihit)); + // consider spell hit for some spells without target, so they may proc on finish phase correctly + if (m_UniqueTargetInfo.empty()) + m_hitMask = PROC_HIT_NORMAL; + else + { + for (std::list::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit) + DoAllEffectOnTarget(&(*ihit)); + } - for (std::list::iterator ihit= m_UniqueGOTargetInfo.begin(); ihit != m_UniqueGOTargetInfo.end(); ++ihit) + for (std::list::iterator ihit = m_UniqueGOTargetInfo.begin(); ihit != m_UniqueGOTargetInfo.end(); ++ihit) DoAllEffectOnTarget(&(*ihit)); FinishTargetProcessing();