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authorShocker <shocker@freakz.ro>2018-05-16 14:51:06 +0300
committerShocker <shocker@freakz.ro>2018-05-16 14:51:06 +0300
commit593b11420baabc56cf6128b182e5b2073f307392 (patch)
tree6a27ffd0738957f3a7a6a8050fc0ab0e21ffb9a4 /src
parenteb0879261a3e17c66d3af1cee2d73935a5bb97d2 (diff)
Core/Spells: Allow removing same npc entry multiple times for SPELL_AURA_LINKED_SUMMON if it's from different effects of the same spell
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Spells/Auras/SpellAuraEffects.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/src/server/game/Spells/Auras/SpellAuraEffects.cpp b/src/server/game/Spells/Auras/SpellAuraEffects.cpp
index 3f0c5c33a41..1ae20f46693 100644
--- a/src/server/game/Spells/Auras/SpellAuraEffects.cpp
+++ b/src/server/game/Spells/Auras/SpellAuraEffects.cpp
@@ -6233,8 +6233,7 @@ void AuraEffect::HandleLinkedSummon(AuraApplication const* aurApp, uint8 mode, b
for (auto spellEffect : triggerSpellInfo->GetEffectsForDifficulty(target->FindMap()->GetDifficultyID()))
if (spellEffect && spellEffect->Effect == SPELL_EFFECT_SUMMON)
if (uint32 summonEntry = spellEffect->MiscValue)
- if (std::find(summonedEntries.begin(), summonedEntries.end(), summonEntry) == summonedEntries.end())
- summonedEntries.push_back(summonEntry);
+ summonedEntries.push_back(summonEntry);
// we don't know if there can be multiple summons for the same effect, so consider only 1 summon for each effect
// most of the spells have multiple effects with the same summon spell id for multiple spawns, so right now it's safe to assume there's only 1 spawn per effect