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authorkandera <kanderacutie@hotmail.com>2012-01-04 11:50:31 -0500
committerkandera <kanderacutie@hotmail.com>2012-01-04 11:50:31 -0500
commit34c437e973567717c12d6d171ec957b987d7e41f (patch)
treea7547db1e4e6d6c83d63bcb0ca87214f57d398da /src/server/game/Entities/Player
parent9c5637a35f52550ceb3ff8cd4dd98708c1845ec6 (diff)
[Core/Spells] Fix Blood Tap (finally fixes full spell)
ignore removal of aura provided by Souler thanks!
Diffstat (limited to 'src/server/game/Entities/Player')
-rwxr-xr-xsrc/server/game/Entities/Player/Player.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index 10ec8500923..c5c025c96df 100755
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -23201,6 +23201,9 @@ void Player::RemoveRunesByAuraEffect(AuraEffect const* aura)
void Player::RestoreBaseRune(uint8 index)
{
AuraEffect const* aura = m_runes->runes[index].ConvertAura;
+ // If rune was converted by a non-pasive aura that still active we should keep it converted
+ if (aura && !(aura->GetSpellInfo()->Attributes & SPELL_ATTR0_PASSIVE))
+ return;
ConvertRune(index, GetBaseRune(index));
SetRuneConvertAura(index, NULL);
// Don't drop passive talents providing rune convertion