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Allow weapon procs in druid shapeshifts.
Signed-off-by: hunuza <hunuza@gmail.com>
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parent
1e0b93abdb
commit
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2 changed files with 1 additions and 4 deletions
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@ -6990,7 +6990,7 @@ void Player::UpdateEquipSpellsAtFormChange()
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void Player::CastItemCombatSpell(Unit* Target, WeaponAttackType attType)
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void Player::CastItemCombatSpell(Unit* Target, WeaponAttackType attType)
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{
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{
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Item *item = GetWeaponForAttack(attType, true);
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Item *item = GetWeaponForAttack(attType, false);
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if(!item || item->IsBroken())
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if(!item || item->IsBroken())
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return;
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return;
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@ -12092,9 +12092,6 @@ bool Unit::IsTriggeredAtSpellProcEvent(Unit *pVictim, Aura* aura, SpellEntry con
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else
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else
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item = ((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED);
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item = ((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED);
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if (!((Player*)this)->IsUseEquipedWeapon(attType==BASE_ATTACK))
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return false;
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if(!item || item->IsBroken() || item->GetProto()->Class != ITEM_CLASS_WEAPON || !((1<<item->GetProto()->SubClass) & spellProto->EquippedItemSubClassMask))
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if(!item || item->IsBroken() || item->GetProto()->Class != ITEM_CLASS_WEAPON || !((1<<item->GetProto()->SubClass) & spellProto->EquippedItemSubClassMask))
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return false;
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return false;
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}
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}
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