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-rw-r--r--src/game/Spell.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/game/Spell.cpp b/src/game/Spell.cpp
index 8cb8c6a56b3..483678bed0e 100644
--- a/src/game/Spell.cpp
+++ b/src/game/Spell.cpp
@@ -1665,14 +1665,14 @@ void Spell::SetTargetMap(uint32 i, uint32 cur)
switch(cur)
{
case TARGET_UNIT_TARGET_ENEMY:
- if(Unit *magnet = m_caster->SelectMagnetTarget(target))
+ if(Unit *magnet = m_caster->SelectMagnetTarget(target, m_spellInfo))
if(magnet != target)
m_targets.setUnitTarget(magnet);
pushType = PUSH_CHAIN;
break;
case TARGET_UNIT_TARGET_ANY:
if(!IsPositiveSpell(m_spellInfo->Id))
- if(Unit *magnet = m_caster->SelectMagnetTarget(target))
+ if(Unit *magnet = m_caster->SelectMagnetTarget(target, m_spellInfo))
if(magnet != target)
m_targets.setUnitTarget(magnet);
pushType = PUSH_CHAIN;
@@ -2181,7 +2181,7 @@ void Spell::SetTargetMap(uint32 i, uint32 cur)
for(std::list<Unit*>::iterator itr = unitList.begin(); itr != unitList.end(); ++itr)
AddUnitTarget(*itr, i);
}
- } // Chain or Area
+ }
}
void Spell::prepare(SpellCastTargets const* targets, AuraEffect* triggeredByAura)
@@ -3667,7 +3667,7 @@ void Spell::HandleEffects(Unit *pUnitTarget,Item *pItemTarget,GameObject *pGOTar
uint8 eff = m_spellInfo->Effect[i];
- sLog.outDebug( "Spell: Effect : %u", eff);
+ sLog.outDebug( "Spell: %u Effect : %u", m_spellInfo->Id, eff);
//we do not need DamageMultiplier here.
damage = CalculateDamage(i, NULL);
@@ -5310,11 +5310,11 @@ SpellCastResult Spell::CheckItems()
// skip spell if no weapon in slot or broken
if(!item || item->IsBroken() )
- return SPELL_FAILED_EQUIPPED_ITEM_CLASS;
+ return m_IsTriggeredSpell? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_EQUIPPED_ITEM_CLASS;
// skip spell if weapon not fit to triggered spell
if(!item->IsFitToSpellRequirements(m_spellInfo))
- return SPELL_FAILED_EQUIPPED_ITEM_CLASS;
+ return m_IsTriggeredSpell? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_EQUIPPED_ITEM_CLASS;
}
// offhand hand weapon required
@@ -5324,11 +5324,11 @@ SpellCastResult Spell::CheckItems()
// skip spell if no weapon in slot or broken
if(!item || item->IsBroken() )
- return m_IsTriggeredSpell ? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_EQUIPPED_ITEM_CLASS;
+ return m_IsTriggeredSpell? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_EQUIPPED_ITEM_CLASS;
// skip spell if weapon not fit to triggered spell
if(!item->IsFitToSpellRequirements(m_spellInfo))
- return m_IsTriggeredSpell ? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_EQUIPPED_ITEM_CLASS;
+ return m_IsTriggeredSpell? SPELL_FAILED_DONT_REPORT : SPELL_FAILED_EQUIPPED_ITEM_CLASS;
}
}