Core/Spells: Fix missing "Inventory is full" with spells that create more than 1 item

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jackpoz authored and Ovahlord committed 2020-03-19 23:31:35 +01:00
1 parent 9ad9398f04
commit 359eb2bc67
1 file changed
+1 -1
+1 -1
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@@ -6730,7 +6730,7 @@ SpellCastResult Spell::CheckItems(uint32* param1 /*= nullptr*/, uint32* param2 /
{
ItemPosCountVec dest;
InventoryResult msg = target->ToPlayer()->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, m_spellInfo->Effects[i].ItemType, 1);
InventoryResult msg = target->ToPlayer()->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, m_spellInfo->Effects[i].ItemType, m_spellInfo->Effects[i].CalcValue());
if (msg != EQUIP_ERR_OK)
{
ItemTemplate const* pProto = sObjectMgr->GetItemTemplate(m_spellInfo->Effects[i].ItemType);