Merge pull request #10821 from jackpoz/blood_tap_overflow

Core/Spell: Fix Blood Tap array overflow
This commit is contained in:
raczman
2013-09-15 03:37:49 -07:00

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@@ -5604,7 +5604,7 @@ void Spell::EffectActivateRune(SpellEffIndex effIndex)
// Blood Tap
if (m_spellInfo->Id == 45529 && count > 0)
{
for (uint32 l = 0; l < MAX_RUNES && count > 0; ++l)
for (uint32 l = 0; l + 1 < MAX_RUNES && count > 0; ++l)
{
// Check if both runes are on cd as that is the only time when this needs to come into effect
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)))