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authorQAston <none@none>2009-04-19 17:23:03 +0200
committerQAston <none@none>2009-04-19 17:23:03 +0200
commitcfabdd2fd265b38b8771fd870334dcc9b64a0c8a (patch)
tree20499a7e5a60a4f701c7bb732493f4d4b2fbb4ba /src/game/SpellMgr.cpp
parent73749e13fe3666c963a9cfdc0ea85a7d68d0b27d (diff)
*Some changes to pet spell learning-now pet passives should work.
*Fix a crash with lifebloom. --HG-- branch : trunk
Diffstat (limited to 'src/game/SpellMgr.cpp')
-rw-r--r--src/game/SpellMgr.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/game/SpellMgr.cpp b/src/game/SpellMgr.cpp
index d130d58f9fd..f21d8575b03 100644
--- a/src/game/SpellMgr.cpp
+++ b/src/game/SpellMgr.cpp
@@ -2533,8 +2533,8 @@ void SpellMgr::LoadPetLevelupSpellMap()
if (creatureFamily->skillLine[j]!=skillLine->skillId)
continue;
SpellEntry const *spell = sSpellStore.LookupEntry(skillLine->spellId);
- // not exist
- if(!spell)
+ // not exist or passive (passives are handled elsewhere)
+ if(!spell || IsPassiveSpell(spell))
continue;
// Make sure that triggered spells aren't learned
if (!spell->SpellFamilyName && !spell->StartRecoveryCategory)