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-rw-r--r--src/server/game/Entities/Unit/Unit.cpp6
-rw-r--r--src/server/game/Spells/Spell.cpp2
2 files changed, 1 insertions, 7 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index ef695bb1eea..4c64023ca60 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -8143,12 +8143,6 @@ bool Unit::HandleProcTriggerSpell(Unit* victim, uint32 damage, AuraEffect* trigg
return false;
break;
}
- // Rogue T10 4P bonus, should proc on victim
- case 70803:
- {
- target = victim;
- break;
- }
}
break;
}
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index 13a6cffeb12..96e1d06070d 100644
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -3314,7 +3314,7 @@ void Spell::cast(bool skipCheck)
SendSpellGo();
// 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->Id == 14157)
+ if ((m_spellInfo->Speed > 0.0f && !m_spellInfo->IsChanneled()) || m_spellInfo->AttributesEx4 & SPELL_ATTR4_UNK4)
{
// 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