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authorariel- <ariel-@users.noreply.github.com>2018-02-12 03:09:22 -0300
committerariel- <ariel-@users.noreply.github.com>2018-02-12 03:09:22 -0300
commite73bfe8df89e4fb6aecc7cb3a1e266e868510799 (patch)
tree34dba2a558f73b06202ed1a0b9aa90212c111958 /src/server/game/Spells/SpellInfo.cpp
parent3edf90d16758632e1ab0dfd0a3adf2e5e0116a94 (diff)
Core/Spells: implemented SpellPriority field from SpellEntry to cleanup charged mod proc behaviour
- Only one charged mod will be consumed per SpellMod apply, and it'll be compared against other mod priority - This is proper way of handling Backdraft/Backlash and Deathchill/Killing Machine Thanks to killerwife for info
Diffstat (limited to 'src/server/game/Spells/SpellInfo.cpp')
-rw-r--r--src/server/game/Spells/SpellInfo.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/server/game/Spells/SpellInfo.cpp b/src/server/game/Spells/SpellInfo.cpp
index 873bfbefdcf..88958e97fd3 100644
--- a/src/server/game/Spells/SpellInfo.cpp
+++ b/src/server/game/Spells/SpellInfo.cpp
@@ -841,6 +841,7 @@ SpellInfo::SpellInfo(SpellEntry const* spellEntry)
SpellIconID = spellEntry->SpellIconID;
ActiveIconID = spellEntry->activeIconID;
+ Priority = spellEntry->SpellPriority;
for (uint8 i = 0; i < 16; ++i)
SpellName[i] = spellEntry->SpellName[i];