fix lightwell gameobject not appearing after spell is cast

This commit is contained in:
hlarsen 2016-07-07 21:50:11 +01:00 committed by Antz
parent d57d44fe27
commit 55ec92e381
2 changed files with 11 additions and 2 deletions

View File

@ -2971,8 +2971,12 @@ void Spell::_handle_immediate_phase()
for (int j = 0; j < MAX_EFFECT_INDEX; ++j)
{
// persistent area auras target only the ground
if (m_spellInfo->Effect[j] == SPELL_EFFECT_PERSISTENT_AREA_AURA)
{ HandleEffects(NULL, NULL, NULL, SpellEffectIndex(j)); }
if (m_spellInfo->Effect[j] == SPELL_EFFECT_PERSISTENT_AREA_AURA ||
//summon a gameobject at the spell's destination xyz
(m_spellInfo->Effect[j] == SPELL_EFFECT_TRANS_DOOR && m_spellInfo->EffectImplicitTargetA[j] == TARGET_AREAEFFECT_GO_AROUND_DEST))
{
HandleEffects(NULL, NULL, NULL, SpellEffectIndex(j));
}
}
}

View File

@ -5144,6 +5144,11 @@ void Spell::EffectTransmitted(SpellEffectIndex eff_idx)
}
break;
}
case GAMEOBJECT_TYPE_SPELLCASTER:
{
m_caster->AddGameObject(pGameObj);
break;
}
case GAMEOBJECT_TYPE_FISHINGHOLE:
case GAMEOBJECT_TYPE_CHEST:
default: