From c7306439e7004288fb85890d6a5f730cf1761d71 Mon Sep 17 00:00:00 2001 From: Shauren Date: Fri, 12 Jun 2020 01:29:18 +0200 Subject: Core/Spells: Implement using different difficulty data from all spell related db2s, not just SpellEffect and SpellPower --- src/server/game/Entities/DynamicObject/DynamicObject.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/server/game/Entities/DynamicObject') diff --git a/src/server/game/Entities/DynamicObject/DynamicObject.cpp b/src/server/game/Entities/DynamicObject/DynamicObject.cpp index 58e277f61f8..6d74efec87d 100644 --- a/src/server/game/Entities/DynamicObject/DynamicObject.cpp +++ b/src/server/game/Entities/DynamicObject/DynamicObject.cpp @@ -243,7 +243,7 @@ void DynamicObject::UnbindFromCaster() SpellInfo const* DynamicObject::GetSpellInfo() const { - return sSpellMgr->GetSpellInfo(GetSpellId()); + return sSpellMgr->GetSpellInfo(GetSpellId(), GetMap()->GetDifficultyID()); } void DynamicObject::BuildValuesCreate(ByteBuffer* data, Player const* target) const -- cgit v1.2.3