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authorMuhaha <none@none>2009-02-06 11:25:04 +0100
committerMuhaha <none@none>2009-02-06 11:25:04 +0100
commit358d1bb14e1dee62e8d97b0ed75e251dfabe5603 (patch)
tree6c186c19cc1e3193234a6232da8a5415f1ce2c07 /src/game/SpellEffects.cpp
parente0b3d67c1e32fd1aca6d39fa99dc952ff04fbc90 (diff)
Now correct patch version: Use spell_loot_table for item creating in case SPELL_EFFECT_CREATE_ITEM_2 (157) and itemType==0. Author: VladimirMangos
--HG-- branch : trunk
Diffstat (limited to 'src/game/SpellEffects.cpp')
-rw-r--r--src/game/SpellEffects.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp
index 2827a777759..d4e131ae37e 100644
--- a/src/game/SpellEffects.cpp
+++ b/src/game/SpellEffects.cpp
@@ -2738,8 +2738,7 @@ void Spell::EffectCreateItem2(uint32 i)
return;
// create some random items
- if(!((Player*)m_caster)->AutoStoreLootItem(m_spellInfo->Id,LootTemplates_Spell))
- player->SendEquipError( msg, NULL, NULL );
+ ((Player*)m_caster)->AutoStoreLootItem(m_spellInfo->Id,LootTemplates_Spell);
return;
}
DoCreateItem(i,m_spellInfo->EffectItemType[i]);