Core/Spells: Fixed checking free inventory space for some spells that have bad dbc data

Closes #24423

(cherry picked from commit 18b36734f6)
This commit is contained in:
Shauren
2020-04-10 16:38:50 +02:00
parent a020c4ad7c
commit ba69c91f4b

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@@ -6985,13 +6985,17 @@ SpellCastResult Spell::CheckItems(int32* param1 /*= nullptr*/, int32* param2 /*=
if (spellEffectInfo.ItemType)
{
ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(spellEffectInfo.ItemType);
if (!itemTemplate)
return SPELL_FAILED_ITEM_NOT_FOUND;
uint32 createCount = std::clamp<uint32>(spellEffectInfo.CalcValue(), 1u, itemTemplate->GetMaxStackSize());
ItemPosCountVec dest;
InventoryResult msg = target->ToPlayer()->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, spellEffectInfo.ItemType, spellEffectInfo.CalcValue());
InventoryResult msg = target->ToPlayer()->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, spellEffectInfo.ItemType, createCount);
if (msg != EQUIP_ERR_OK)
{
ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(spellEffectInfo.ItemType);
/// @todo Needs review
if (itemTemplate && !itemTemplate->GetItemLimitCategory())
if (!itemTemplate->GetItemLimitCategory())
{
player->SendEquipError(msg, nullptr, nullptr, spellEffectInfo.ItemType);
return SPELL_FAILED_DONT_REPORT;