From bf6e334c5fd92933e66f099cec371129557ec2b1 Mon Sep 17 00:00:00 2001 From: Vincent-Michael Date: Thu, 2 Aug 2012 18:38:55 +0200 Subject: Core/Spells: Fix some summon vehicle spells with basepoint 1 ty zwerg --- src/server/game/Spells/SpellEffects.cpp | 9 +++++---- 1 file changed, 5 insertions(+), 4 deletions(-) (limited to 'src') diff --git a/src/server/game/Spells/SpellEffects.cpp b/src/server/game/Spells/SpellEffects.cpp index 58c24aa895c..886541922c8 100755 --- a/src/server/game/Spells/SpellEffects.cpp +++ b/src/server/game/Spells/SpellEffects.cpp @@ -2420,12 +2420,13 @@ void Spell::EffectSummonType(SpellEffIndex effIndex) return; // The spell that this effect will trigger. It has SPELL_AURA_CONTROL_VEHICLE - uint32 spell = VEHICLE_SPELL_RIDE_HARDCODED; - if (SpellInfo const* spellProto = sSpellMgr->GetSpellInfo(m_spellInfo->Effects[effIndex].CalcValue())) - spell = spellProto->Id; + uint32 spellId = VEHICLE_SPELL_RIDE_HARDCODED; + SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(m_spellInfo->Effects[effIndex].CalcValue()); + if (spellInfo && spellInfo->HasAura(SPELL_AURA_CONTROL_VEHICLE)) + spellId = spellInfo->Id; // Hard coded enter vehicle spell - m_originalCaster->CastSpell(summon, spell, true); + m_originalCaster->CastSpell(summon, spellId, true); uint32 faction = properties->Faction; if (!faction) -- cgit v1.2.3