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authorOvahlord <dreadkiller@gmx.de>2024-12-20 18:22:08 +0100
committerOvahlord <dreadkiller@gmx.de>2024-12-20 18:22:08 +0100
commit2087f75871989c4fa81741fa6e253ef76afd5795 (patch)
treed1379d85029a014b3a6c5533be5e3d9fc24e8493 /src/server/scripts
parenta5d4a0c9d7c7e270b5d76e8541bed74cca119c97 (diff)
Core/Player: fixed logic for determining fully depleted runes - these are runes at max cooldown that hasn't started recovering yet
Diffstat (limited to 'src/server/scripts')
-rw-r--r--src/server/scripts/Spells/spell_dk.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/scripts/Spells/spell_dk.cpp b/src/server/scripts/Spells/spell_dk.cpp
index aba933d31a9..558e402ec7d 100644
--- a/src/server/scripts/Spells/spell_dk.cpp
+++ b/src/server/scripts/Spells/spell_dk.cpp
@@ -128,7 +128,7 @@ class spell_dk_runic_empowerment : public AuraScript
for (RuneType runeType : { RuneType::Blood, RuneType::Unholy, RuneType::Frost })
{
- if (player->IsRuneFullyDepleted(runeType))
+ if (player->HasFullyDepletedRune(runeType))
{
switch (runeType)
{