Core/Spells: Fix Blood Tap activation when Blood Rune is in cooldown as Death Rune (#17132)

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mik1893 authored and Aokromes committed 2016-07-20 11:00:56 +02:00
1 parent 4f6c7158a1
commit 13c5e4be65
1 file changed
+1 -1
+1 -1
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@@ -5208,7 +5208,7 @@ 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))