From a10ddd49bff771f1d0fa03c2d276ea3543e7da3f Mon Sep 17 00:00:00 2001 From: Ovahlord Date: Mon, 24 May 2021 18:33:55 +0200 Subject: [PATCH] Core/Spells: allow Death Runes getting activated by Blood Rune activation spell effects --- src/server/game/Spells/SpellEffects.cpp | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) diff --git a/src/server/game/Spells/SpellEffects.cpp b/src/server/game/Spells/SpellEffects.cpp index 9da427d3b7..2e0fe1acae 100644 --- a/src/server/game/Spells/SpellEffects.cpp +++ b/src/server/game/Spells/SpellEffects.cpp @@ -5174,9 +5174,14 @@ void Spell::EffectActivateRune(SpellEffIndex effIndex) // needed later m_runesState = player->GetRunesState(); - int32 count = damage; + + uint32 count = damage; int32 miscValue = (1 << m_spellInfo->Effects[effIndex].MiscValue); - if (miscValue & (1 << RUNE_DEATH)) + + // Death and Blood runes may activate each other + if (miscValue & (1 << RUNE_BLOOD)) + miscValue |= (1 << RUNE_DEATH); + else if (miscValue & (1 << RUNE_DEATH)) miscValue |= (1 << RUNE_BLOOD); for (uint32 i = 0; i < MAX_RUNES && count > 0; ++i)