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Core/Player: fixed logic for determining fully depleted runes - these are runes at max cooldown that hasn't started recovering yet
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@@ -5946,7 +5946,10 @@ void Spell::EffectActivateRune()
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for (uint32 i = 0; i < MAX_RUNES && count > 0; ++i)
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{
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// We will check for base and current rune because some spell effects also activate Death Runes while specifying Blood Runes in their misc value
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if ((player->GetBaseRune(i) == runeType || player->GetCurrentRune(i) == runeType) && G3D::fuzzyNe(player->GetRuneCooldown(i), 0.0f))
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if (player->GetBaseRune(i) != runeType && player->GetCurrentRune(i) != runeType)
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continue;
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if (player->IsRuneFullyDepleted(i))
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{
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player->SetRuneCooldown(i, 0.0f);
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--count;
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