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-rw-r--r--src/game/Unit.cpp6
1 files changed, 6 insertions, 0 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index 3f78f54900b..401a3f6beb5 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -7370,6 +7370,11 @@ bool Unit::HandleProcTriggerSpell(Unit *pVictim, uint32 damage, AuraEffect* trig
// aura is passive (talent's aura)
// trigger_spell_id's aura is already active (allow to refresh triggered auras)
// trigger_spell_id's triggeredByAura is already active (for example shaman's shields)
+
+ // This is disabled because:
+ // TODO: we need better rules here. Enrage should not overwrite death wish, but it should overwrite Wrecking Crew
+ // Check if triggered spell is aura spell to reduce unnecessary check
+ /*
AuraMap::iterator i,next;
uint32 aura_id = 0;
for (i = m_Auras.begin(); i != m_Auras.end(); i = next)
@@ -7382,6 +7387,7 @@ bool Unit::HandleProcTriggerSpell(Unit *pVictim, uint32 damage, AuraEffect* trig
if (spellmgr.IsNoStackSpellDueToSpell(trigger_spell_id, (*i).second->GetSpellProto()->Id, ((*i).second->GetCasterGUID() == GetGUID())))
return false;
}
+ */
// not allow proc extra attack spell at extra attack
if( m_extraAttacks && IsSpellHaveEffect(triggerEntry, SPELL_EFFECT_ADD_EXTRA_ATTACKS) )