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authorShauren <shauren.trinity@gmail.com>2016-11-19 15:51:57 +0100
committerariel- <ariel-@users.noreply.github.com>2016-11-19 23:41:38 -0300
commit5237eda34014ee6d3fa8ca5c52148ff56cba666d (patch)
treef3269f01e199584654c829d1521a18fcc243f523
parent25281ecb3198a543ddb18aab41b8a206512bdd0c (diff)
Core/Spells: Updated spell required items check, EquippedItemInventoryTypeMask should only be used for enchantments
(cherry picked from commit 28fd8a424d828f36a2b05ed016b12c4b8cf2607c)
-rw-r--r--src/server/game/Entities/Item/Item.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/server/game/Entities/Item/Item.cpp b/src/server/game/Entities/Item/Item.cpp
index 9d60eb62be6..1173831be0b 100644
--- a/src/server/game/Entities/Item/Item.cpp
+++ b/src/server/game/Entities/Item/Item.cpp
@@ -824,13 +824,13 @@ bool Item::IsFitToSpellRequirements(SpellInfo const* spellInfo) const
{
ItemTemplate const* proto = GetTemplate();
+ bool const isEnchantSpell = spellInfo->HasEffect(SPELL_EFFECT_ENCHANT_ITEM) || spellInfo->HasEffect(SPELL_EFFECT_ENCHANT_ITEM_TEMPORARY) || spellInfo->HasEffect(SPELL_EFFECT_ENCHANT_ITEM_PRISMATIC);
if (spellInfo->EquippedItemClass != -1) // -1 == any item class
{
// Special case - accept vellum for armor/weapon requirements
- if ((spellInfo->EquippedItemClass == ITEM_CLASS_ARMOR && proto->IsArmorVellum())
- ||(spellInfo->EquippedItemClass == ITEM_CLASS_WEAPON && proto->IsWeaponVellum()))
- if (spellInfo->IsAbilityOfSkillType(SKILL_ENCHANTING)) // only for enchanting spells
- return true;
+ if (isEnchantSpell && ((spellInfo->EquippedItemClass == ITEM_CLASS_ARMOR && proto->IsArmorVellum())
+ || (spellInfo->EquippedItemClass == ITEM_CLASS_WEAPON && proto->IsWeaponVellum())))
+ return true;
if (spellInfo->EquippedItemClass != int32(proto->Class))
return false; // wrong item class
@@ -842,7 +842,7 @@ bool Item::IsFitToSpellRequirements(SpellInfo const* spellInfo) const
}
}
- if (spellInfo->EquippedItemInventoryTypeMask != 0) // 0 == any inventory type
+ if (isEnchantSpell && spellInfo->EquippedItemInventoryTypeMask != 0) // 0 == any inventory type
{
// Special case - accept weapon type for main and offhand requirements
if (proto->InventoryType == INVTYPE_WEAPON &&