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-rw-r--r--src/server/game/Spells/Auras/SpellAuraEffects.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/server/game/Spells/Auras/SpellAuraEffects.cpp b/src/server/game/Spells/Auras/SpellAuraEffects.cpp
index 3441251a88b..25e7be805f4 100644
--- a/src/server/game/Spells/Auras/SpellAuraEffects.cpp
+++ b/src/server/game/Spells/Auras/SpellAuraEffects.cpp
@@ -509,11 +509,6 @@ int32 AuraEffect::CalculateAmount(Unit* caster)
// custom amount calculations go here
switch (GetAuraType())
{
- // Control vehicle auras should not get m_amount sum out of basepoints and DieSide calculated together,
- // but only from basepoints. Only such aura case fow now so handle it here.
- case SPELL_AURA_CONTROL_VEHICLE:
- m_amount = m_baseAmount;
- break;
// crowd control auras
case SPELL_AURA_MOD_CONFUSE:
case SPELL_AURA_MOD_FEAR:
@@ -3185,7 +3180,12 @@ void AuraEffect::HandleAuraControlVehicle(AuraApplication const* aurApp, uint8 m
if (apply)
{
- caster->_EnterVehicle(target->GetVehicleKit(), m_amount, aurApp);
+ // Currently spells that have base points 0 and DieSides 0 = "0/0" exception are pushed to -1,
+ // however the idea of 0/0 is to ingore flag VEHICLE_SEAT_FLAG_CAN_ENTER_OR_EXIT and -1 checks for it,
+ // so this break such spells or most of them.
+ // Current formula about m_amount: effect base points + dieside - 1
+ // TO DO: Reasearch more about 0/0 and fix it.
+ caster->_EnterVehicle(target->GetVehicleKit(), m_amount - 1, aurApp);
}
else
{