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authorShauren <shauren.trinity@gmail.com>2024-01-13 22:52:24 +0100
committerShauren <shauren.trinity@gmail.com>2024-01-13 22:52:24 +0100
commit8b183ddac3b77eea47eae578226ce8b928d262b8 (patch)
tree58e416637053f32a5e6c31eb72e34a0da18dc987 /src
parente1dd289afdfd4ad15d9d4258f88c19eafc514676 (diff)
Core/Spells: Kill incorrect attribute implementation
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Spells/Spell.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index cfdffce4ff2..db440a3d394 100644
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -3426,7 +3426,7 @@ void Spell::_cast(bool skipCheck)
creatureCaster->ReleaseSpellFocus(this);
// Okay, everything is prepared. Now we need to distinguish between immediate and evented delayed spells
- if ((m_spellInfo->Speed > 0.0f && !m_spellInfo->IsChanneled()) || m_spellInfo->HasAttribute(SPELL_ATTR4_UNK4))
+ if (m_spellInfo->Speed > 0.0f && !m_spellInfo->IsChanneled())
{
// Remove used for cast item if need (it can be already NULL after TakeReagents call
// in case delayed spell remove item at cast delay start