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[Gear] Gaze of the Alnseer, seems to be fixed now
1 parent 3ea4212 commit 46e100e

1 file changed

Lines changed: 2 additions & 38 deletions

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engine/player/unique_gear_midnight.cpp

Lines changed: 2 additions & 38 deletions
Original file line numberDiff line numberDiff line change
@@ -1594,32 +1594,6 @@ void idol_of_the_war_loa( special_effect_t& effect )
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void gaze_of_the_alnseer( special_effect_t& effect )
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{
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auto alnsight_spell = effect.trigger();
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1598-
struct alnsight_cb_t : public dbc_proc_callback_t
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{
1600-
bool refreshed;
1601-
cooldown_t* icd;
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alnsight_cb_t( const special_effect_t& e ) : dbc_proc_callback_t( e.player, e ), refreshed( false ), icd( nullptr )
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{
1604-
icd = e.player->get_cooldown( e.cooldown_name() );
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}
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void execute( action_t*, action_state_t* ) override
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{
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effect.custom_buff->trigger();
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// This is a complete guess at the rate, but, if refreshed, occasionally youll get multiple procs that seem to
1611-
// ignore the internal cooldown. Its not that often, and its not consistent at all. Need more data.
1612-
if ( refreshed && rng().roll( 0.05 ) )
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{
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make_event( *effect.player->sim, 1_ms, [ this ] {
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// Randomly reset the ICD if refreshed to emulate the behavior where we see extra stacks being generated.
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if ( icd )
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icd->reset( false );
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} );
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}
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}
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};
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auto buff = create_buff<buff_t>( effect.player, alnsight_spell );
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auto stat = create_buff<stat_buff_t>( effect.player, effect.player->find_spell( 1266687 ) )
@@ -1633,20 +1607,10 @@ void gaze_of_the_alnseer( special_effect_t& effect )
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alnsight->proc_flags2_ = PF2_LANDED;
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effect.player->special_effects.push_back( alnsight );
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1636-
auto alnsight_cb = new alnsight_cb_t( *alnsight );
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auto alnsight_cb = new dbc_proc_callback_t( effect.player, *alnsight );
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alnsight_cb->activate_with_buff( buff, true );
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1639-
buff->set_expire_callback( [ alnsight_cb ]( buff_t*, int, timespan_t ) { alnsight_cb->refreshed = false; } );
1640-
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effect.player->callbacks.register_callback_execute_function(
1642-
effect.driver()->id(), [ &effect, stat, buff, alnsight_cb ]( auto, auto, const action_state_t* ) {
1643-
buff->trigger();
1644-
if ( stat->check() )
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{
1646-
stat->trigger();
1647-
alnsight_cb->refreshed = true;
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}
1649-
} );
1613+
effect.custom_buff = buff;
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new dbc_proc_callback_t( effect.player, effect );
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}

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