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-rw-r--r--src/server/game/Spells/Spell.cpp6
-rw-r--r--src/server/game/Spells/Spell.h4
2 files changed, 6 insertions, 4 deletions
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index 21b0b7b15da..4e70226bca0 100644
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -4384,7 +4384,7 @@ void Spell::SendSpellGo()
castFlags |= CAST_FLAG_PENDING;
if (m_spellInfo->HasAttribute(SPELL_ATTR0_REQ_AMMO) || m_spellInfo->HasAttribute(SPELL_ATTR10_USES_RANGED_SLOT_COSMETIC_ONLY) || m_spellInfo->HasAttribute(SPELL_ATTR0_CU_NEEDS_AMMO_DATA))
- castFlags |= CAST_FLAG_PROJECTILE; // arrows/bullets visual
+ castFlags |= CAST_FLAG_PROJECTILE; // arrows/bullets visual
if ((m_caster->GetTypeId() == TYPEID_PLAYER ||
(m_caster->GetTypeId() == TYPEID_UNIT && m_caster->ToCreature()->IsPet()))
@@ -4396,8 +4396,8 @@ void Spell::SendSpellGo()
&& HasPowerTypeCost(POWER_RUNES)
&& !(_triggeredCastFlags & TRIGGERED_IGNORE_POWER_AND_REAGENT_COST))
{
- castFlags |= CAST_FLAG_NO_GCD; // not needed, but Blizzard sends it
- castFlags |= CAST_FLAG_RUNE_LIST; // rune cooldowns list
+ castFlags |= CAST_FLAG_NO_GCD; // not needed, but Blizzard sends it
+ castFlags |= CAST_FLAG_RUNE_LIST; // rune cooldowns list
}
if (m_targets.HasTraj())
diff --git a/src/server/game/Spells/Spell.h b/src/server/game/Spells/Spell.h
index 721593d49f0..018550c373b 100644
--- a/src/server/game/Spells/Spell.h
+++ b/src/server/game/Spells/Spell.h
@@ -594,6 +594,8 @@ class TC_GAME_API Spell
uint64 GetDelayMoment() const { return m_delayMoment; }
uint64 CalculateDelayMomentForDst(float launchDelay) const;
void RecalculateDelayMomentForDst();
+ uint8 GetRuneState() const { return m_runesState; }
+ void SetRuneState(uint8 value) { m_runesState = value; }
bool IsNeedSendToClient() const;
@@ -641,7 +643,7 @@ class TC_GAME_API Spell
// e.g. damage around area spell trigered by victim aura and damage enemies of aura caster
Unit* m_originalCaster; // cached pointer for m_originalCaster, updated at Spell::UpdatePointers()
- //Spell data
+ // Spell data
SpellSchoolMask m_spellSchoolMask; // Spell school (can be overwrite for some spells (wand shoot for example)
WeaponAttackType m_attackType; // For weapon based attack