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Additional spell PVP fixes

if secondary target is available, we check if target is an enemy player first, if not then we attempt to see if secondary target is an 'enemy'
Image 4 vuotta sitten
vanhempi
commit
79af63b919
1 muutettua tiedostoa jossa 13 lisäystä ja 0 poistoa
  1. 13 0
      EQ2/source/WorldServer/SpellProcess.cpp

+ 13 - 0
EQ2/source/WorldServer/SpellProcess.cpp

@@ -1671,6 +1671,19 @@ void SpellProcess::GetSpellTargets(LuaSpell* luaspell)
 									implied = true;
 								}
 							}
+							else if (target->IsPlayer() && ((Entity*)caster)->AttackAllowed((Entity*)target))
+							{
+								secondary_target = target;
+								implied = true;
+								luaspell->initial_target = target->GetID();
+								luaspell->targets.push_back(target->GetID());
+							}
+							else if (target->IsPlayer() && ((Entity*)caster)->AttackAllowed((Entity*)secondary_target))
+							{
+								implied = true;
+								luaspell->initial_target = secondary_target->GetID();
+								luaspell->targets.push_back(secondary_target->GetID());
+							}
 						}
 					} // end friendly spell check
 				}