diff options
author | Shauren <shauren.trinity@gmail.com> | 2016-01-31 19:25:51 +0100 |
---|---|---|
committer | Shauren <shauren.trinity@gmail.com> | 2016-05-20 23:48:24 +0200 |
commit | 41ae38d94d627f1945dc1aed46837068b83ed654 (patch) | |
tree | 8aa843933a46f6226329fe11670f8f6266ed8837 /src/server/game/Spells/SpellEffects.cpp | |
parent | 5c2c9a684f1458da0cea1f3536622add77ef1324 (diff) |
Core/DataStores: Updated dbc/db2 to 7.0.1.20914
Diffstat (limited to 'src/server/game/Spells/SpellEffects.cpp')
-rw-r--r-- | src/server/game/Spells/SpellEffects.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/server/game/Spells/SpellEffects.cpp b/src/server/game/Spells/SpellEffects.cpp index b174454225d..31e0b126be6 100644 --- a/src/server/game/Spells/SpellEffects.cpp +++ b/src/server/game/Spells/SpellEffects.cpp @@ -2034,7 +2034,7 @@ void Spell::EffectSummonType(SpellEffIndex effIndex) // however so far noone found a generic check to find all of those (there's no related data in summonproperties.dbc // and in spell attributes, possibly we need to add a table for those) // so here's a list of MiscValueB values, which is currently most generic check - switch (properties->ID) + switch (effectInfo->MiscValueB) { case 64: case 61: @@ -5175,7 +5175,7 @@ void Spell::EffectQuestStart(SpellEffIndex /*effIndex*/) } } -void Spell::EffectActivateRune(SpellEffIndex effIndex) +void Spell::EffectActivateRune(SpellEffIndex /*effIndex*/) { if (effectHandleMode != SPELL_EFFECT_HANDLE_LAUNCH) return; @@ -5196,7 +5196,7 @@ void Spell::EffectActivateRune(SpellEffIndex effIndex) count = 1; // first restore fully depleted runes - for (uint32 j = 0; j < player->GetMaxPower(POWER_RUNES) && count > 0; ++j) + for (int32 j = 0; j < player->GetMaxPower(POWER_RUNES) && count > 0; ++j) { if (player->GetRuneCooldown(j) == player->GetRuneBaseCooldown()) { @@ -5206,7 +5206,7 @@ void Spell::EffectActivateRune(SpellEffIndex effIndex) } // then the rest if we still got something left - for (uint32 j = 0; j < player->GetMaxPower(POWER_RUNES) && count > 0; ++j) + for (int32 j = 0; j < player->GetMaxPower(POWER_RUNES) && count > 0; ++j) { player->SetRuneCooldown(j, 0); --count; |