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authorShauren <shauren.trinity@gmail.com>2015-02-21 13:08:33 +0100
committerShauren <shauren.trinity@gmail.com>2015-02-21 13:08:33 +0100
commit68fceee10e6eede180ca444a2a7f2af2fe4ba5dc (patch)
tree5797248d23c302502f304c1f3614d8aaa6f08172 /src/server/game/Globals/ObjectMgr.cpp
parent6ff1764084d9234f35609a227567875cd95561a1 (diff)
Core/Spells: Removed leftovers of old cooldown handling
* Use ItemEffect.db2 data directly instead of copying it to another structure
Diffstat (limited to 'src/server/game/Globals/ObjectMgr.cpp')
-rw-r--r--src/server/game/Globals/ObjectMgr.cpp9
1 files changed, 1 insertions, 8 deletions
diff --git a/src/server/game/Globals/ObjectMgr.cpp b/src/server/game/Globals/ObjectMgr.cpp
index 25d6512acaf..479b63008d4 100644
--- a/src/server/game/Globals/ObjectMgr.cpp
+++ b/src/server/game/Globals/ObjectMgr.cpp
@@ -2438,14 +2438,7 @@ void ObjectMgr::LoadItemTemplates()
if (itemItr == _itemTemplateStore.end())
continue;
- ItemEffect effect;
- effect.SpellID = effectEntry->SpellID;
- effect.Trigger = effectEntry->Trigger;
- effect.Charges = effectEntry->Charges;
- effect.Cooldown = effectEntry->Cooldown;
- effect.Category = effectEntry->Category;
- effect.CategoryCooldown = effectEntry->CategoryCooldown;
- itemItr->second.Effects.push_back(effect);
+ itemItr->second.Effects.push_back(effectEntry);
}
// Check if item templates for DBC referenced character start outfit are present