diff options
author | Liberate <tbaart@gmail.com> | 2011-08-02 18:07:43 +0200 |
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committer | Liberate <tbaart@gmail.com> | 2011-08-02 18:07:43 +0200 |
commit | 17b89ea8ab5f7ec57d53478983dfa76e436b417f (patch) | |
tree | 6e05f9100e3dff28dd6be6a9df6864a16e495a92 /src | |
parent | 28d541fed3bec37f899e3639e7935f84dbd60749 (diff) |
Core/Spells: Also Death Runes itself should be able to turn into a Death Rune. They should not turn back into their original rune when using a spell that turns the used runes into Death Runes.
Diffstat (limited to 'src')
-rwxr-xr-x | src/server/game/Entities/Unit/Unit.cpp | 3 |
1 files changed, 0 insertions, 3 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 2a8d90fa597..b2cbb4f6e96 100755 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -8053,9 +8053,6 @@ bool Unit::HandleAuraProc(Unit* victim, uint32 damage, Aura* triggeredByAura, Sp if (plr->getClass() != CLASS_DEATH_KNIGHT) return false; RuneType rune = ToPlayer()->GetLastUsedRune(); - // can't proc from death rune use - if (rune == RUNE_DEATH) - return false; AuraEffect* aurEff = triggeredByAura->GetEffect(EFFECT_0); if (!aurEff) return false; |