Core/Spells: fixed an logic mistake in Runic Empowerment's spell script that was preventing the first blood or death rune from ever getting activated

This commit is contained in:
Ovahlord
2021-09-23 03:10:42 +02:00
parent 53435263e1
commit cad75cdaf3

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@@ -1168,8 +1168,10 @@ class spell_dk_runic_empowerment : public AuraScript
}
if (!fullyDepletedRuneIndexes.empty())
if (uint8 runeIndex = Trinity::Containers::SelectRandomContainerElement(fullyDepletedRuneIndexes))
ActivateRune(player, runeIndex);
{
uint8 runeIndex = Trinity::Containers::SelectRandomContainerElement(fullyDepletedRuneIndexes);
ActivateRune(player, runeIndex);
}
}
void Register() override