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-rwxr-xr-xsrc/server/game/Entities/Unit/Unit.cpp14
1 files changed, 13 insertions, 1 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index c62e4261cf4..9dd7f853bf0 100755
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -7828,7 +7828,7 @@ bool Unit::HandleModDamagePctTakenAuraProc(Unit *pVictim, uint32 /*damage*/, Aur
// Used in case when access to whole aura is needed
// All procs should be handled like this...
-bool Unit::HandleAuraProc(Unit * pVictim, uint32 damage, Aura * triggeredByAura, SpellEntry const * procSpell, uint32 /*procFlag*/, uint32 procEx, uint32 /*cooldown*/, bool * handled)
+bool Unit::HandleAuraProc(Unit * pVictim, uint32 damage, Aura * triggeredByAura, SpellEntry const * procSpell, uint32 /*procFlag*/, uint32 procEx, uint32 cooldown, bool * handled)
{
SpellEntry const *dummySpell = triggeredByAura->GetSpellProto();
@@ -8013,6 +8013,18 @@ bool Unit::HandleAuraProc(Unit * pVictim, uint32 damage, Aura * triggeredByAura,
switch(dummySpell->Id)
{
+ // Bone Shield cooldown
+ case 49222:
+ {
+ *handled = true;
+ if (cooldown && GetTypeId() == TYPEID_PLAYER)
+ {
+ if (ToPlayer()->HasSpellCooldown(100000))
+ return false;
+ ToPlayer()->AddSpellCooldown(100000, 0, time(NULL) + cooldown);
+ }
+ return true;
+ }
// Hungering Cold aura drop
case 51209:
*handled = true;