Core/Spells: Blood Rune activation no longer can activate Death Runes

This commit is contained in:
Ovahlord
2021-09-11 12:29:40 +02:00
parent 7180345f32
commit 52f45202d8

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@@ -5181,10 +5181,8 @@ void Spell::EffectActivateRune(SpellEffIndex effIndex)
uint32 count = damage;
int32 miscValue = (1 << m_spellInfo->Effects[effIndex].MiscValue);
// Death and Blood runes may activate each other
if (miscValue & (1 << RUNE_BLOOD))
miscValue |= (1 << RUNE_DEATH);
else if (miscValue & (1 << RUNE_DEATH))
// Death Runes may also activate Blood Runes (Blood Tap)
if (miscValue & (1 << RUNE_DEATH))
miscValue |= (1 << RUNE_BLOOD);
for (uint32 i = 0; i < MAX_RUNES && count > 0; ++i)