From 5f2dcc1172e900b84ec36e4a464262c7c59a2f68 Mon Sep 17 00:00:00 2001 From: Shauren Date: Mon, 25 Apr 2011 14:39:37 +0200 Subject: Core/Spells: Corrected logic checking vehicle summon spells, thx codels --- src/server/game/Spells/SpellEffects.cpp | 10 +++------- 1 file changed, 3 insertions(+), 7 deletions(-) (limited to 'src') diff --git a/src/server/game/Spells/SpellEffects.cpp b/src/server/game/Spells/SpellEffects.cpp index 21d9a765c55..ff52e9247df 100755 --- a/src/server/game/Spells/SpellEffects.cpp +++ b/src/server/game/Spells/SpellEffects.cpp @@ -3124,13 +3124,9 @@ void Spell::EffectSummonType(SpellEffIndex effIndex) return; // The spell that this effect will trigger. It has SPELL_AURA_CONTROL_VEHICLE - uint32 spell = SpellMgr::CalculateSpellEffectAmount(m_spellInfo, effIndex); - if (spell) - { - SpellEntry const *spellProto = sSpellStore.LookupEntry(spell); - if (!spellProto) - spell = VEHICLE_SPELL_RIDE_HARDCODED; - } + uint32 spell = VEHICLE_SPELL_RIDE_HARDCODED; + if (SpellEntry const* spellProto = sSpellStore.LookupEntry(SpellMgr::CalculateSpellEffectAmount(m_spellInfo, effIndex))) + spell = spellProto->Id; // Hard coded enter vehicle spell m_originalCaster->CastSpell(summon, spell, true); -- cgit v1.2.3