fix(Core/Spells): Steady Shoot should not suspend ranged attack timer. (#9125)

Fixes #9107
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UltraNix 2021-11-13 22:58:22 +01:00 committed by GitHub
parent df0158f8be
commit 3c8bcf31ac
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@ -469,16 +469,18 @@ void Unit::Update(uint32 p_time)
{
setAttackTimer(BASE_ATTACK, base_attack > 0 ? base_attack - (int32) p_time : 0);
}
if (int32 ranged_attack = getAttackTimer(RANGED_ATTACK))
{
setAttackTimer(RANGED_ATTACK, ranged_attack > 0 ? ranged_attack - (int32) p_time : 0);
}
if (int32 off_attack = getAttackTimer(OFF_ATTACK))
{
setAttackTimer(OFF_ATTACK, off_attack > 0 ? off_attack - (int32) p_time : 0);
}
}
if (int32 ranged_attack = getAttackTimer(RANGED_ATTACK))
{
setAttackTimer(RANGED_ATTACK, ranged_attack > 0 ? ranged_attack - (int32) p_time : 0);
}
// update abilities available only for fraction of time
UpdateReactives(p_time);