From 248fd9691bc0f9302455d14c06b6554ff7d3d888 Mon Sep 17 00:00:00 2001 From: ariel- Date: Tue, 7 Feb 2017 17:34:42 -0300 Subject: Core/Spell: properly add SPELLMOD_COOLDOWN to spells without initial cooldown Closes #15605 (cherrypicked from 3a65c706572ea0d0b66b9b79a275f8d230f7991d) --- src/server/game/Spells/SpellHistory.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'src') diff --git a/src/server/game/Spells/SpellHistory.cpp b/src/server/game/Spells/SpellHistory.cpp index 989223c8b22..719ba44300e 100644 --- a/src/server/game/Spells/SpellHistory.cpp +++ b/src/server/game/Spells/SpellHistory.cpp @@ -420,10 +420,10 @@ void SpellHistory::StartCooldown(SpellInfo const* spellInfo, uint32 itemId, Spel // Now we have cooldown data (if found any), time to apply mods if (Player* modOwner = _owner->GetSpellModOwner()) { - if (cooldown > 0) + if (cooldown >= 0) modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, cooldown, spell); - if (categoryCooldown > 0 && !spellInfo->HasAttribute(SPELL_ATTR6_IGNORE_CATEGORY_COOLDOWN_MODS)) + if (categoryCooldown >= 0 && !spellInfo->HasAttribute(SPELL_ATTR6_IGNORE_CATEGORY_COOLDOWN_MODS)) modOwner->ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, categoryCooldown, spell); } -- cgit v1.2.3