From 54870e2d7964c93c9c643d94dbb894af54cd0732 Mon Sep 17 00:00:00 2001 From: Machiavelli Date: Thu, 11 Jun 2009 20:58:51 +0200 Subject: * Fix Windfury proccing when weapon swing is not ready for corresponding weapon. By CRAZyBUg --HG-- branch : trunk --- src/game/Unit.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index d4438650e50..2f7ecda0731 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -6371,14 +6371,14 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, AuraEffect* trigger int32 extra_attack_power = CalculateSpellDamage(windfurySpellEntry, 1, windfurySpellEntry->EffectBasePoints[1], pVictim); // Off-Hand case - if ( castItem->GetSlot() == EQUIPMENT_SLOT_OFFHAND ) + if ( castItem->GetSlot() == EQUIPMENT_SLOT_OFFHAND && isAttackReady(OFF_ATTACK) ) { // Value gained from additional AP basepoints0 = int32(extra_attack_power/14.0f * GetAttackTime(OFF_ATTACK)/1000/2); triggered_spell_id = 33750; } // Main-Hand case - else + else if ( isAttackReady(BASE_ATTACK) ) { // Value gained from additional AP basepoints0 = int32(extra_attack_power/14.0f * GetAttackTime(BASE_ATTACK)/1000); -- cgit v1.2.3