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fix(Core/Spells): Pass nullptr to KILL/KILLED/DEATH procs (#25074)
Co-authored-by: Shauren <shauren.trinity@gmail.com>
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@@ -14118,7 +14118,7 @@ bool Unit::HandleAuraRaidProcFromCharge(AuraEffect* triggeredByAura)
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return true;
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}
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void Unit::Kill(Unit* killer, Unit* victim, bool durabilityLoss, WeaponAttackType attackType, SpellInfo const* spellProto, Spell const* spell /*= nullptr*/)
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void Unit::Kill(Unit* killer, Unit* victim, bool durabilityLoss, WeaponAttackType attackType, SpellInfo const* /*spellProto*/, Spell const* /*spell*/ /*= nullptr*/)
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{
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// Prevent killing unit twice (and giving reward from kill twice)
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if (!victim->GetHealth())
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@@ -14232,20 +14232,21 @@ void Unit::Kill(Unit* killer, Unit* victim, bool durabilityLoss, WeaponAttackTyp
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}
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// Do KILL and KILLED procs. KILL proc is called only for the unit who landed the killing blow (and its owner - for pets and totems) regardless of who tapped the victim
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// Spell context is not passed to avoid the killing spell's triggered status from suppressing nested proc events
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if (killer && (killer->IsPet() || killer->IsTotem()))
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if (Unit* owner = killer->GetOwner())
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{
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Unit::ProcSkillsAndAuras(owner, victim, PROC_FLAG_KILL, PROC_FLAG_NONE, PROC_EX_NONE, 0, attackType, spellProto, nullptr, -1, spell);
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Unit::ProcSkillsAndAuras(owner, victim, PROC_FLAG_KILL, PROC_FLAG_NONE, PROC_EX_NONE, 0, attackType, nullptr, nullptr, -1, nullptr);
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sScriptMgr->OnPlayerCreatureKilledByPet( killer->GetCharmerOrOwnerPlayerOrPlayerItself(), victim->ToCreature());
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}
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if (killer != victim)
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{
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Unit::ProcSkillsAndAuras(killer, victim, killer ? PROC_FLAG_KILL : 0, PROC_FLAG_KILLED, PROC_EX_NONE, 0, attackType, spellProto, nullptr, -1, spell);
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Unit::ProcSkillsAndAuras(killer, victim, killer ? PROC_FLAG_KILL : 0, PROC_FLAG_KILLED, PROC_EX_NONE, 0, attackType, nullptr, nullptr, -1, nullptr);
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}
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// Proc auras on death - must be before aura/combat remove
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Unit::ProcSkillsAndAuras(victim, nullptr, PROC_FLAG_DEATH, PROC_FLAG_NONE, PROC_EX_NONE, 0, attackType, spellProto, nullptr, -1, spell);
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Unit::ProcSkillsAndAuras(victim, nullptr, PROC_FLAG_DEATH, PROC_FLAG_NONE, PROC_EX_NONE, 0, attackType, nullptr, nullptr, -1, nullptr);
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// update get killing blow achievements, must be done before setDeathState to be able to require auras on target
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// and before Spirit of Redemption as it also removes auras
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