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authorjackpoz <giacomopoz@gmail.com>2020-03-19 21:16:49 +0100
committerjackpoz <giacomopoz@gmail.com>2020-03-19 21:23:35 +0100
commit2a41755b589f215c14c85b1015e71534c1e91a98 (patch)
tree9508e090714b06efc87ce700fb5531dfb292e420 /src
parent96155a49147f6119e8bd9bc08936ab706173b67e (diff)
Core/Spells: Fix missing "Inventory is full" with spells that create more than 1 item
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Spells/Spell.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index 9db6de4e74e..20a20f2d4e4 100644
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -6631,7 +6631,7 @@ SpellCastResult Spell::CheckItems(uint32* param1 /*= nullptr*/, uint32* param2 /
if (m_spellInfo->Effects[i].ItemType)
{
ItemPosCountVec dest;
- InventoryResult msg = target->ToPlayer()->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, m_spellInfo->Effects[i].ItemType, 1);
+ InventoryResult msg = target->ToPlayer()->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, m_spellInfo->Effects[i].ItemType, m_spellInfo->Effects[i].CalcValue());
if (msg != EQUIP_ERR_OK)
{
ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(m_spellInfo->Effects[i].ItemType);