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Diffstat (limited to 'src/server/game/Spells/SpellEffects.cpp')
-rw-r--r--src/server/game/Spells/SpellEffects.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/server/game/Spells/SpellEffects.cpp b/src/server/game/Spells/SpellEffects.cpp
index b174454225d..31e0b126be6 100644
--- a/src/server/game/Spells/SpellEffects.cpp
+++ b/src/server/game/Spells/SpellEffects.cpp
@@ -2034,7 +2034,7 @@ void Spell::EffectSummonType(SpellEffIndex effIndex)
// however so far noone found a generic check to find all of those (there's no related data in summonproperties.dbc
// and in spell attributes, possibly we need to add a table for those)
// so here's a list of MiscValueB values, which is currently most generic check
- switch (properties->ID)
+ switch (effectInfo->MiscValueB)
{
case 64:
case 61:
@@ -5175,7 +5175,7 @@ void Spell::EffectQuestStart(SpellEffIndex /*effIndex*/)
}
}
-void Spell::EffectActivateRune(SpellEffIndex effIndex)
+void Spell::EffectActivateRune(SpellEffIndex /*effIndex*/)
{
if (effectHandleMode != SPELL_EFFECT_HANDLE_LAUNCH)
return;
@@ -5196,7 +5196,7 @@ void Spell::EffectActivateRune(SpellEffIndex effIndex)
count = 1;
// first restore fully depleted runes
- for (uint32 j = 0; j < player->GetMaxPower(POWER_RUNES) && count > 0; ++j)
+ for (int32 j = 0; j < player->GetMaxPower(POWER_RUNES) && count > 0; ++j)
{
if (player->GetRuneCooldown(j) == player->GetRuneBaseCooldown())
{
@@ -5206,7 +5206,7 @@ void Spell::EffectActivateRune(SpellEffIndex effIndex)
}
// then the rest if we still got something left
- for (uint32 j = 0; j < player->GetMaxPower(POWER_RUNES) && count > 0; ++j)
+ for (int32 j = 0; j < player->GetMaxPower(POWER_RUNES) && count > 0; ++j)
{
player->SetRuneCooldown(j, 0);
--count;