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fix lightwell gameobject not appearing after spell is cast
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hlarsen authored and Cyberium committed May 8, 2016
1 parent 98e2ec6 commit 81dd5b0
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Showing 2 changed files with 8 additions and 1 deletion.
4 changes: 3 additions & 1 deletion src/game/Spell.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -3527,7 +3527,9 @@ 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)
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(nullptr, nullptr, nullptr, SpellEffectIndex(j));
}
}
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5 changes: 5 additions & 0 deletions src/game/SpellEffects.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -11312,6 +11312,11 @@ 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:
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