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-rw-r--r--src/game/SpellEffects.cpp32
1 files changed, 0 insertions, 32 deletions
diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp
index 9fd70cb676e..1cbd5f94772 100644
--- a/src/game/SpellEffects.cpp
+++ b/src/game/SpellEffects.cpp
@@ -2101,38 +2101,6 @@ void Spell::EffectTriggerSpell(uint32 i)
return;
}
- // some triggered spells require specific equipment
- if(spellInfo->EquippedItemClass >=0 && m_caster->GetTypeId()==TYPEID_PLAYER)
- {
- // main hand weapon required
- if(spellInfo->AttributesEx3 & SPELL_ATTR_EX3_MAIN_HAND)
- {
- Item* item = ((Player*)m_caster)->GetWeaponForAttack(BASE_ATTACK);
-
- // skip spell if no weapon in slot or broken
- if(!item || item->IsBroken() )
- return;
-
- // skip spell if weapon not fit to triggered spell
- if(!item->IsFitToSpellRequirements(spellInfo))
- return;
- }
-
- // offhand hand weapon required
- if(spellInfo->AttributesEx3 & SPELL_ATTR_EX3_REQ_OFFHAND)
- {
- Item* item = ((Player*)m_caster)->GetWeaponForAttack(OFF_ATTACK);
-
- // skip spell if no weapon in slot or broken
- if(!item || item->IsBroken() )
- return;
-
- // skip spell if weapon not fit to triggered spell
- if(!item->IsFitToSpellRequirements(spellInfo))
- return;
- }
- }
-
// some triggered spells must be casted instantly (for example, if next effect case instant kill caster)
bool instant = false;
for(uint32 j = i+1; j < 3; ++j)