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authorariel- <ariel-@users.noreply.github.com>2016-11-20 03:34:20 -0300
committerariel- <ariel-@users.noreply.github.com>2016-11-20 03:34:20 -0300
commit61a4e08e1e03c6cde1c16169beb6c0487e855acb (patch)
tree445e18a083cc7281232168d78d337a247b146b33 /src
parentce0680200bd47741c5cd4bdc86c32df4c0bf5d39 (diff)
Revert "Core/Spell: add EquipedItemClass/EquippedItemSubClass check to passive spell casts"
This reverts commit f188ff1ce47905d7a81dff987a66b3d72152ae7c. Was breaking Titan's Grip. Spells are loaded before items, and they CAST the spell on the player. When items are then loaded, Player::ApplyItemDependentAuras only has AddAura on it. Titan's Grip is an effect, no auras involved. In turn reverting this commit will now allow Two-handed weapon specialization and similar from spells load. Which is the lesser of two evils.
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Spells/Spell.cpp4
1 files changed, 0 insertions, 4 deletions
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index 0ad5f2186e6..c082c0a7584 100644
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -5122,10 +5122,6 @@ SpellCastResult Spell::CheckCast(bool strict, uint32* param1 /*= nullptr*/, uint
if (castResult != SPELL_CAST_OK)
return castResult;
}
- // passive spells must check equipped items class (55108 for example)
- else if (m_caster->GetTypeId() == TYPEID_PLAYER && !m_spellInfo->HasAttribute(SPELL_ATTR2_IGNORE_ITEM_CHECK) && (!(_triggeredCastFlags & TRIGGERED_IGNORE_EQUIPPED_ITEM_REQUIREMENT)))
- if (!m_caster->ToPlayer()->HasItemFitToSpellRequirements(m_spellInfo))
- return SPELL_FAILED_EQUIPPED_ITEM_CLASS;
// Triggered spells also have range check
/// @todo determine if there is some flag to enable/disable the check