From 4ea65b38bd796684ec82696a4daa33c69522a466 Mon Sep 17 00:00:00 2001 From: Shauren Date: Sun, 10 May 2020 16:30:48 +0200 Subject: [PATCH] Core/Spells: Fix refreshing exclusive auras that have different values in each effect Closes #24592 --- src/server/game/Spells/Spell.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp index f5b670d43d..5c4001283f 100644 --- a/src/server/game/Spells/Spell.cpp +++ b/src/server/game/Spells/Spell.cpp @@ -6239,7 +6239,7 @@ SpellCastResult Spell::CheckCast(bool strict, uint32* param1 /*= nullptr*/, uint if (!nonAuraEffectMask && (approximateAuraEffectMask & (1 << i)) && !m_spellInfo->IsTargetingArea()) if (Unit* target = m_targets.GetUnitTarget()) if (!target->IsHighestExclusiveAuraEffect(m_spellInfo, AuraType(m_spellInfo->Effects[i].ApplyAuraName), - m_spellInfo->Effects[i].CalcValue(m_caster, m_spellValue->EffectBasePoints), approximateAuraEffectMask, false)) + m_spellInfo->Effects[i].CalcValue(m_caster, &m_spellValue->EffectBasePoints[i]), approximateAuraEffectMask, false)) return SPELL_FAILED_AURA_BOUNCED; }