Core/Spells: allow Death Runes getting activated by Blood Rune activation spell effects

This commit is contained in:
Ovahlord committed 2021-05-24 18:33:55 +02:00
1 parent 6617ce0ffd
commit a10ddd49bf
1 file changed
+7 -2
+7 -2
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@@ -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)