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[9301] Implement proper check of broken spells for IsLootCraftingSpell case.
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parent
2718884192
commit
b2c3132eaa
2 changed files with 19 additions and 2 deletions
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@ -2621,7 +2621,24 @@ bool SpellMgr::IsSpellValid(SpellEntry const* spellInfo, Player* pl, bool msg)
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case SPELL_EFFECT_CREATE_ITEM:
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case SPELL_EFFECT_CREATE_ITEM:
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case SPELL_EFFECT_CREATE_ITEM_2:
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case SPELL_EFFECT_CREATE_ITEM_2:
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{
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{
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if(!ObjectMgr::GetItemPrototype( spellInfo->EffectItemType[i] ))
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if (spellInfo->EffectItemType[i] == 0)
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{
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// skip auto-loot crafting spells, its not need explicit item info (but have special fake items sometime)
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if (!IsLootCraftingSpell(spellInfo))
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{
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if(msg)
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{
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if(pl)
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ChatHandler(pl).PSendSysMessage("Craft spell %u not have create item entry.",spellInfo->Id);
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else
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sLog.outErrorDb("Craft spell %u not have create item entry.",spellInfo->Id);
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}
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return false;
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}
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}
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// also possible IsLootCraftingSpell case but fake item must exist anyway
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else if (!ObjectMgr::GetItemPrototype( spellInfo->EffectItemType[i] ))
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{
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{
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if(msg)
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if(msg)
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{
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{
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "9300"
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#define REVISION_NR "9301"
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#endif // __REVISION_NR_H__
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#endif // __REVISION_NR_H__
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