From 42656c8fd05d2e1b9d9d544e30067730830a0bf7 Mon Sep 17 00:00:00 2001 From: ariel- Date: Wed, 12 Oct 2016 01:32:40 -0300 Subject: Core/Spells: fix auto repeat spells triggering auras Auto repeat spells are casted as triggered and didn't register procs properly if the aura can't proc with triggered (cherry picked from commit aaa1a43204c7dbb9c5bd5f9622b7b3d6065407e2) --- src/server/game/Spells/SpellMgr.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'src/server/game/Spells/SpellMgr.cpp') diff --git a/src/server/game/Spells/SpellMgr.cpp b/src/server/game/Spells/SpellMgr.cpp index 1dcb62a7a8f..83b7d2fc72d 100644 --- a/src/server/game/Spells/SpellMgr.cpp +++ b/src/server/game/Spells/SpellMgr.cpp @@ -837,7 +837,8 @@ bool SpellMgr::CanSpellTriggerProcOnEvent(SpellProcEntry const& procEntry, ProcE return true; // do triggered cast checks - if (!(procEntry.AttributesMask & PROC_ATTR_TRIGGERED_CAN_PROC)) + // Do not consider autoattacks as triggered spells + if (!(procEntry.AttributesMask & PROC_ATTR_TRIGGERED_CAN_PROC) && !(eventInfo.GetTypeMask() & AUTO_ATTACK_PROC_FLAG_MASK)) { if (Spell const* spell = eventInfo.GetProcSpell()) { -- cgit v1.2.3