From 868dcb001cd5116f2a30ecfef6a1ba888d449abe Mon Sep 17 00:00:00 2001 From: mik1893 Date: Sun, 15 May 2016 10:26:50 +0100 Subject: Core/Spells: Fix Blood Tap activation when Blood Rune is in cooldown as Death Rune (#17132) --- src/server/game/Spells/SpellEffects.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src') diff --git a/src/server/game/Spells/SpellEffects.cpp b/src/server/game/Spells/SpellEffects.cpp index 51b6db197db..9d0370c0255 100644 --- a/src/server/game/Spells/SpellEffects.cpp +++ b/src/server/game/Spells/SpellEffects.cpp @@ -5475,7 +5475,7 @@ void Spell::EffectActivateRune(SpellEffIndex effIndex) for (uint32 l = 0; l + 1 < MAX_RUNES && count > 0; ++l) { // Check if both runes are on cd as that is the only time when this needs to come into effect - if ((player->GetRuneCooldown(l) && player->GetCurrentRune(l) == RuneType(m_spellInfo->Effects[effIndex].MiscValueB)) && (player->GetRuneCooldown(l+1) && player->GetCurrentRune(l+1) == RuneType(m_spellInfo->Effects[effIndex].MiscValueB))) + if ((player->GetRuneCooldown(l) && player->GetBaseRune(l) == RuneType(m_spellInfo->Effects[effIndex].MiscValueB)) && (player->GetRuneCooldown(l+1) && player->GetBaseRune(l+1) == RuneType(m_spellInfo->Effects[effIndex].MiscValueB))) { // Should always update the rune with the lowest cd if (l + 1 < MAX_RUNES && player->GetRuneCooldown(l) >= player->GetRuneCooldown(l+1)) -- cgit v1.2.3