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authorariel- <ariel-@users.noreply.github.com>2017-04-06 20:38:27 -0300
committerariel- <ariel-@users.noreply.github.com>2017-04-06 20:38:27 -0300
commit5cb1555de6db43db03d6202b7edaa9c6835ecfab (patch)
treeb1278f836e16267c74de283bd3b64bf3a628a9dd /src
parentab5920fc1cd490b0c4fce46d66afc3e32c955d9a (diff)
Core/Player: fix weapon dependent aura talents not applied on talent learn
Closes #19408
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Entities/Player/Player.cpp16
-rw-r--r--src/server/game/Entities/Player/Player.h2
2 files changed, 12 insertions, 6 deletions
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index 26f47b5434f..33dfd479c3b 100644
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -3325,7 +3325,7 @@ bool Player::AddSpell(uint32 spellId, bool active, bool learning, bool dependent
if (active)
{
- if (spellInfo->IsPassive() && IsNeedCastPassiveSpellAtLearn(spellInfo))
+ if (spellInfo->IsPassive() && HandlePassiveSpellLearn(spellInfo))
CastSpell(this, spellId, true);
}
else if (IsInWorld())
@@ -3470,7 +3470,7 @@ bool Player::AddSpell(uint32 spellId, bool active, bool learning, bool dependent
// also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
else if (spellInfo->IsPassive())
{
- if (IsNeedCastPassiveSpellAtLearn(spellInfo))
+ if (HandlePassiveSpellLearn(spellInfo))
CastSpell(this, spellId, true);
}
else if (spellInfo->HasEffect(SPELL_EFFECT_SKILL_STEP))
@@ -3592,7 +3592,7 @@ void Player::RemoveTemporarySpell(uint32 spellId)
m_spells.erase(itr);
}
-bool Player::IsNeedCastPassiveSpellAtLearn(SpellInfo const* spellInfo) const
+bool Player::HandlePassiveSpellLearn(SpellInfo const* spellInfo)
{
// note: form passives activated with shapeshift spells be implemented by HandleShapeshiftBoosts instead of spell_learn_spell
// talent dependent passives activated at form apply have proper stance data
@@ -3601,12 +3601,18 @@ bool Player::IsNeedCastPassiveSpellAtLearn(SpellInfo const* spellInfo) const
(!form && spellInfo->HasAttribute(SPELL_ATTR2_NOT_NEED_SHAPESHIFT)));
// Check EquippedItemClass
- // passive spells which apply aura and have an item requirement are to be added in Player::ApplyItemDependentAuras
- if (spellInfo->IsPassive() && spellInfo->EquippedItemClass >= 0)
+ // passive spells which apply aura and have an item requirement are to be added manually, instead of casted
+ if (spellInfo->EquippedItemClass >= 0)
{
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
+ {
if (spellInfo->Effects[i].IsAura())
+ {
+ if (!HasAura(spellInfo->Id) && HasItemFitToSpellRequirements(spellInfo))
+ AddAura(spellInfo->Id, this);
return false;
+ }
+ }
}
//Check CasterAuraStates
diff --git a/src/server/game/Entities/Player/Player.h b/src/server/game/Entities/Player/Player.h
index 291325dc759..654811a58b5 100644
--- a/src/server/game/Entities/Player/Player.h
+++ b/src/server/game/Entities/Player/Player.h
@@ -1550,7 +1550,7 @@ class TC_GAME_API Player : public Unit, public GridObject<Player>
bool HasActiveSpell(uint32 spell) const; // show in spellbook
TrainerSpellState GetTrainerSpellState(TrainerSpell const* trainer_spell) const;
bool IsSpellFitByClassAndRace(uint32 spell_id) const;
- bool IsNeedCastPassiveSpellAtLearn(SpellInfo const* spellInfo) const;
+ bool HandlePassiveSpellLearn(SpellInfo const* spellInfo);
void SendProficiency(ItemClass itemClass, uint32 itemSubclassMask) const;
void SendInitialSpells();