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authormegamage <none@none>2009-02-20 18:43:44 -0600
committermegamage <none@none>2009-02-20 18:43:44 -0600
commit065d7c8d41d9bde6f8db5af214d7e8c2cffca0a4 (patch)
tree1eb6840d0c3b47a4417c15beb900f5ecdefcf5e3 /src
parent25761043d35c8bace3bc9d0c0737518a942b4ce7 (diff)
*Do not interrupt channelling when aura is removed by time up. This fix the bug of tame beast and other channelled spells.
--HG-- branch : trunk
Diffstat (limited to 'src')
-rw-r--r--src/game/Unit.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index 7d430054cd9..61339c2062c 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -4119,7 +4119,7 @@ void Unit::RemoveAura(AuraMap::iterator &i, AuraRemoveMode mode)
// Statue unsummoned at aura remove
Totem* statue = NULL;
bool channeled = false;
- if(IsChanneledSpell(AurSpellInfo))
+ if(!Aur->GetAuraDuration() && IsChanneledSpell(AurSpellInfo))
{
if(!caster) // can be already located for IsSingleTargetSpell case
caster = Aur->GetCaster();