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authorSnapperRy <snapperryen@gmail.com>2016-07-05 23:23:22 +0200
committerjackpoz <giacomopoz@gmail.com>2016-07-05 23:23:22 +0200
commitbf30ec9c8efb40e78cc8c123780edf12e7a2a162 (patch)
treee133b6ff10d86cae07f037e62f1aa8401a2c5ef8 /src
parent8edc1caf32635f417aee290811a9ef2860f145b6 (diff)
Core/Fishing: update fishing skill regardless of success or failure (junk items fished) (#17504)
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Entities/GameObject/GameObject.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp
index fed41f79b88..2ff398fcba4 100644
--- a/src/server/game/Entities/GameObject/GameObject.cpp
+++ b/src/server/game/Entities/GameObject/GameObject.cpp
@@ -1453,11 +1453,11 @@ void GameObject::Use(Unit* user)
TC_LOG_DEBUG("misc", "Fishing check (skill: %i zone min skill: %i chance %i roll: %i", skill, zone_skill, chance, roll);
- // but you will likely cause junk in areas that require a high fishing skill (not yet implemented)
+ player->UpdateFishingSkill();
+
+ // but you will likely cause junk in areas that require a high fishing skill
if (chance >= roll)
{
- player->UpdateFishingSkill();
-
/// @todo I do not understand this hack. Need some explanation.
// prevent removing GO at spell cancel
RemoveFromOwner();