Core/Spells: fixed a typo that was causing all charmed units to now have any spells despite being defined as such

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Ovahlord committed 2022-10-09 12:47:04 +02:00
1 parent 45a4908f0c
commit 9f85a104d7
2 files changed
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@@ -21341,7 +21341,7 @@ void Player::VehicleSpellInitialize()
{
uint32 spellId = vehicle->m_spells[i];
SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
if (!spellInfo || !spellInfo->HasAttribute(SPELL_ATTR5_NOT_AVAILABLE_WHILE_CHARMED))
if (!spellInfo || spellInfo->HasAttribute(SPELL_ATTR5_NOT_AVAILABLE_WHILE_CHARMED))
{
data << uint16(0) << uint8(0) << uint8(i+8);
continue;