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-rw-r--r--src/game/Spell.cpp7
1 files changed, 6 insertions, 1 deletions
diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp
index 3cd27d40305..a8b6a222f18 100644
--- a/src/game/Spell.cpp
+++ b/src/game/Spell.cpp
@@ -2387,9 +2387,14 @@ void Spell::cast(bool skipCheck)
return;
}
+
+
SendCastResult(castResult);
SendSpellGo(); // we must send smsg_spell_go packet before m_castItem delete in TakeCastItem()...
+ for(int i = 0; i < 3; ++i)
+ m_currentBasePoints[i] = CalculateDamage(i, NULL);
+
// Okay, everything is prepared. Now we need to distinguish between immediate and evented delayed spells
if (m_spellInfo->speed > 0.0f && !IsChanneledSpell(m_spellInfo))
{
@@ -3427,7 +3432,7 @@ void Spell::HandleEffects(Unit *pUnitTarget,Item *pItemTarget,GameObject *pGOTar
uint8 eff = m_spellInfo->Effect[i];
uint32 mechanic = m_spellInfo->EffectMechanic[i];
- damage = int32(CalculateDamage((uint8)i,unitTarget)*DamageMultiplier);
+ damage = int32(m_currentBasePoints[i] * DamageMultiplier);
sLog.outDebug( "Spell: Effect : %u", eff);