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authormegamage <none@none>2009-03-02 16:55:41 -0600
committermegamage <none@none>2009-03-02 16:55:41 -0600
commitc6fc7f7bca19eb9acf52a6abac55df84e66ade08 (patch)
treeb5457ff7776c5933130944b50e319441ed3462a9 /src/game/Unit.cpp
parentb1677c901d8d45e60947e30ff98d7ac5d01bd685 (diff)
[7363] Propertly set cooldown at server side for category spells at cooldown event send to client. Author: VladimirMangos
Also support item dependent cooldown set propetly at cooldown event send to client. Last will used in follow potion cooldown delay in combat patch. --HG-- branch : trunk
Diffstat (limited to 'src/game/Unit.cpp')
-rw-r--r--src/game/Unit.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index bad51ab1779..64daa48d612 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -4457,6 +4457,7 @@ void Unit::RemoveGameObject(GameObject* gameObj, bool del)
SpellEntry const* createBySpell = sSpellStore.LookupEntry(gameObj->GetSpellId());
// Need activate spell use for owner
if (createBySpell && createBySpell->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
+ // note: item based cooldowns and cooldown spell mods with charges ignored (unknown existed cases)
((Player*)this)->SendCooldownEvent(createBySpell);
}
gameObj->SetOwnerGUID(0);