From b4b8fffa2254c96017e70eb06ecdce4d7e7f1538 Mon Sep 17 00:00:00 2001 From: PolarCookie Date: Sat, 3 Sep 2022 10:52:08 +0200 Subject: [PATCH] Core/Spells: fix issues with delayed spells and auras --- src/server/game/Spells/Spell.cpp | 9 +-------- 1 file changed, 1 insertion(+), 8 deletions(-) diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp index 7ca95ae0ef..52656a7994 100644 --- a/src/server/game/Spells/Spell.cpp +++ b/src/server/game/Spells/Spell.cpp @@ -2959,14 +2959,7 @@ void Spell::DoSpellEffectHit(Unit* unit, uint8 effIndex, TargetInfo& hitInfo) bool refresh = false; // delayed spells with multiple targets need to create a new aura object, otherwise we'll access a deleted aura - if (m_spellInfo->Speed > 0.0f && !m_spellInfo->IsChanneled()) - { - _spellAura = nullptr; - if (Aura* aura = unit->GetAura(m_spellInfo->Id, caster->GetGUID(), m_CastItem ? m_CastItem->GetGUID() : ObjectGuid::Empty, aura_effmask)) - _spellAura = aura->ToUnitAura(); - } - - if (!_spellAura) + if (!_spellAura || (m_spellInfo->Speed > 0.0f && !m_spellInfo->IsChanneled())) { uint8 const allAuraEffectMask = Aura::BuildEffectMaskForOwner(hitInfo.AuraSpellInfo, MAX_EFFECT_MASK, unit); int32 const* bp = hitInfo.AuraBasePoints;