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-rw-r--r--src/game/SpellMgr.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/src/game/SpellMgr.cpp b/src/game/SpellMgr.cpp
index e3f8808cc4e..6585de79355 100644
--- a/src/game/SpellMgr.cpp
+++ b/src/game/SpellMgr.cpp
@@ -1709,7 +1709,8 @@ void SpellMgr::LoadSpellLearnSpells()
{
mSpellLearnSpells.clear(); // need for reload case
- QueryResult *result = WorldDatabase.Query("SELECT entry, SpellID FROM spell_learn_spell");
+ // 0 1 2
+ QueryResult *result = WorldDatabase.Query("SELECT entry, SpellID, Active FROM spell_learn_spell");
if(!result)
{
barGoLink bar( 1 );
@@ -1733,6 +1734,7 @@ void SpellMgr::LoadSpellLearnSpells()
SpellLearnSpellNode node;
node.spell = fields[1].GetUInt32();
+ node.active = fields[2].GetBool();
node.autoLearned= false;
if(!sSpellStore.LookupEntry(spell_id))
@@ -1769,6 +1771,7 @@ void SpellMgr::LoadSpellLearnSpells()
{
SpellLearnSpellNode dbc_node;
dbc_node.spell = entry->EffectTriggerSpell[i];
+ dbc_node.active = true; // all dbc based learned spells is active (show in spell book or hide by client itself)
// ignore learning not existed spells (broken/outdated/or generic learnig spell 483
if(!sSpellStore.LookupEntry(dbc_node.spell))