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authorUnholychick <lucas__jensen@hotmail.com>2014-04-08 12:36:33 +0200
committerUnholychick <lucas__jensen@hotmail.com>2014-04-08 14:32:31 +0200
commit7a0c2fc4f7832398a2276c1f916727f15b36c9f3 (patch)
tree17b6cc011fb4921af22673831b5002c19b8ca77c /src
parent7b55dcf0f854a1e3b1fe16e028b39343258bfdba (diff)
Fix SPELL_DAMAGE_CLASS_NONE unable to crit
Corrected logic mistake where switch fallthrough was intended (or should have been). Fixes the following. // Earth Shield // Lifebloom Final Bloom // Divine Hymn // Item - Bauble of True Blood 10m // Item - Bauble of True Blood 25m
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Entities/Unit/Unit.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index d389ab47725..5bf3193fc14 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -10443,7 +10443,7 @@ bool Unit::isSpellCrit(Unit* victim, SpellInfo const* spellProto, SpellSchoolMas
default:
return false;
}
- break;
+ // Do not add a break here, case fallthrough is intentional! Adding a break will make above spells unable to crit.
case SPELL_DAMAGE_CLASS_MAGIC:
{
if (schoolMask & SPELL_SCHOOL_MASK_NORMAL)