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authorariel- <ariel-@users.noreply.github.com>2017-04-14 19:07:11 -0300
committerariel- <ariel-@users.noreply.github.com>2017-04-14 19:07:11 -0300
commit9414f50f5c60b03871b4bd8d147786f77476ea04 (patch)
tree1e49de5cb9c8ab36e438d034b29e60294b43617a /src
parent4a40b8ed4358e46df12adb927dc29afaaf801e45 (diff)
Core/Auras: don't skip stack rule check whenever spells have same ID
- The auras might not have the same amounts due to spellmods Closes #1626
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Spells/SpellMgr.cpp2
1 files changed, 0 insertions, 2 deletions
diff --git a/src/server/game/Spells/SpellMgr.cpp b/src/server/game/Spells/SpellMgr.cpp
index 9e78d8cb287..77f3f44f1e5 100644
--- a/src/server/game/Spells/SpellMgr.cpp
+++ b/src/server/game/Spells/SpellMgr.cpp
@@ -439,8 +439,6 @@ SpellGroupStackRule SpellMgr::CheckSpellGroupStackRules(SpellInfo const* spellIn
uint32 spellid_1 = spellInfo1->GetFirstRankSpell()->Id;
uint32 spellid_2 = spellInfo2->GetFirstRankSpell()->Id;
- if (spellid_1 == spellid_2)
- return SPELL_GROUP_STACK_RULE_DEFAULT;
// find SpellGroups which are common for both spells
SpellSpellGroupMapBounds spellGroup1 = GetSpellSpellGroupMapBounds(spellid_1);