Core/Groups: use different variable for iterating over spell effects when initializing party member auras (#239)

This commit is contained in:
Warpten
2021-02-24 05:43:59 +01:00
committed by GitHub
parent e4ff74dcd5
commit ad42e7fbe8

View File

@@ -122,9 +122,9 @@ void WorldPackets::Party::PartyMemberState::Initialize(Player const* player)
if (aurApp->GetFlags() & AFLAG_ANY_EFFECT_AMOUNT_SENT)
{
for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i)
for (uint32 j = 0; j < MAX_SPELL_EFFECTS; ++j)
{
if (AuraEffect const* aurEff = aurApp->GetBase()->GetEffect(i))
if (AuraEffect const* aurEff = aurApp->GetBase()->GetEffect(j))
aura.Points.push_back(aurEff->GetAmount());
else
aura.Points.push_back(0);
@@ -171,9 +171,9 @@ void WorldPackets::Party::PartyMemberState::Initialize(Player const* player)
if (aurApp->GetFlags() & AFLAG_ANY_EFFECT_AMOUNT_SENT)
{
for (uint32 i = 0; i < MAX_SPELL_EFFECTS; ++i)
for (uint32 j = 0; j < MAX_SPELL_EFFECTS; ++j)
{
if (AuraEffect const* aurEff = aurApp->GetBase()->GetEffect(i))
if (AuraEffect const* aurEff = aurApp->GetBase()->GetEffect(j))
aura.Points.push_back(aurEff->GetAmount());
else
aura.Points.push_back(0);