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Core/Spells: Fix Blood Tap activation when Blood Rune is in cooldown as Death Rune (#17132)
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@@ -5475,7 +5475,7 @@ void Spell::EffectActivateRune(SpellEffIndex effIndex)
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for (uint32 l = 0; l + 1 < MAX_RUNES && count > 0; ++l)
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{
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// Check if both runes are on cd as that is the only time when this needs to come into effect
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if ((player->GetRuneCooldown(l) && player->GetCurrentRune(l) == RuneType(m_spellInfo->Effects[effIndex].MiscValueB)) && (player->GetRuneCooldown(l+1) && player->GetCurrentRune(l+1) == RuneType(m_spellInfo->Effects[effIndex].MiscValueB)))
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if ((player->GetRuneCooldown(l) && player->GetBaseRune(l) == RuneType(m_spellInfo->Effects[effIndex].MiscValueB)) && (player->GetRuneCooldown(l+1) && player->GetBaseRune(l+1) == RuneType(m_spellInfo->Effects[effIndex].MiscValueB)))
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{
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// Should always update the rune with the lowest cd
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if (l + 1 < MAX_RUNES && player->GetRuneCooldown(l) >= player->GetRuneCooldown(l+1))
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