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authormegamage <none@none>2009-08-05 16:14:54 -0500
committermegamage <none@none>2009-08-05 16:14:54 -0500
commit31f989fab9cae85c35ef58857ca960581e6f0735 (patch)
tree9c111859a370538b60a2f6216628986e557be868 /src
parentdf017667a50eee9105fcb464b84339102c89b339 (diff)
For check allowed in dead state auras apply use IsDeathPersistentSpell instead hack code. Author: VladimirMangos
--HG-- branch : trunk
Diffstat (limited to 'src')
-rw-r--r--src/game/Unit.cpp5
1 files changed, 3 insertions, 2 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index 1eb4e8bd723..fae807a5a6c 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -3778,8 +3778,10 @@ bool Unit::AddAura(Aura *Aur, bool handleEffects)
return false;
}
+ SpellEntry const* aurSpellInfo = Aur->GetSpellProto();
+
// ghost spell check, allow apply any auras at player loading in ghost mode (will be cleanup after load)
- if( !isAlive() && Aur->GetId() != 20584 && Aur->GetId() != 8326 && Aur->GetId() != 2584 &&
+ if( !isAlive() && !IsDeathPersistentSpell(aurSpellInfo) &&
(GetTypeId()!=TYPEID_PLAYER || !((Player*)this)->GetSession()->PlayerLoading()) )
{
delete Aur;
@@ -3795,7 +3797,6 @@ bool Unit::AddAura(Aura *Aur, bool handleEffects)
return false;
}
- SpellEntry const* aurSpellInfo = Aur->GetSpellProto();
uint32 aurId = aurSpellInfo->Id;
// passive and persistent and Incanter's Absorption auras can stack with themselves any number of times