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authorthenecromancer <none@none>2010-04-03 12:32:11 +0200
committerthenecromancer <none@none>2010-04-03 12:32:11 +0200
commite50b04f6570b21797c9c25ad29c65f61feb7ac74 (patch)
tree4fbfc198d82475963ee4654c22d7323a02035aa1
parent6b6ee726dda3a760b7beed3b390f920f090eab3e (diff)
Fix issue #1437, don't remove passive auras if they're triggering spell that fails for whatever reason
--HG-- branch : trunk
-rw-r--r--src/game/Spell.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp
index bad60d69cfd..3e25d6a91f7 100644
--- a/src/game/Spell.cpp
+++ b/src/game/Spell.cpp
@@ -2700,7 +2700,7 @@ void Spell::prepare(SpellCastTargets const* targets, AuraEffect const * triggere
SpellCastResult result = CheckCast(true);
if(result != SPELL_CAST_OK && !IsAutoRepeat()) //always cast autorepeat dummy for triggering
{
- if(triggeredByAura)
+ if(triggeredByAura && !triggeredByAura->GetBase()->IsPassive())
{
SendChannelUpdate(0);
triggeredByAura->GetBase()->SetDuration(0);