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authorShauren <shauren.trinity@gmail.com>2021-08-28 19:53:53 +0200
committerShauren <shauren.trinity@gmail.com>2021-08-28 19:53:53 +0200
commitaebf308368a39a8b7041a076eb02ffe84cd5afe4 (patch)
tree892c94ec15a2d9268966890d8155aa289144e701
parent3dd75a49b190098010803014072c0c8bee2996bd (diff)
Core/Spells: Fixed Spell::EffectWeaponDmg for spells with multiple damage effects
Closes #26717
-rw-r--r--src/server/game/Spells/SpellEffects.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/server/game/Spells/SpellEffects.cpp b/src/server/game/Spells/SpellEffects.cpp
index 192e392b3f5..778cbaa622e 100644
--- a/src/server/game/Spells/SpellEffects.cpp
+++ b/src/server/game/Spells/SpellEffects.cpp
@@ -2798,8 +2798,9 @@ void Spell::EffectWeaponDmg()
// multiple weapon dmg effect workaround
// execute only the last weapon damage
// and handle all effects at once
- for (SpellEffectInfo const* effect : m_spellInfo->GetEffects())
+ for (size_t j = effectInfo->EffectIndex + 1; j < m_spellInfo->GetEffects().size(); ++j)
{
+ SpellEffectInfo const* effect = m_spellInfo->GetEffect(j);
if (!effect)
continue;
switch (effect->Effect)