Core/Spells: allow Death Runes getting activated by Blood Rune activation spell effects
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@@ -5174,9 +5174,14 @@ void Spell::EffectActivateRune(SpellEffIndex effIndex)
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// needed later
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m_runesState = player->GetRunesState();
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int32 count = damage;
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uint32 count = damage;
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int32 miscValue = (1 << m_spellInfo->Effects[effIndex].MiscValue);
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if (miscValue & (1 << RUNE_DEATH))
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// Death and Blood runes may activate each other
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if (miscValue & (1 << RUNE_BLOOD))
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miscValue |= (1 << RUNE_DEATH);
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else if (miscValue & (1 << RUNE_DEATH))
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miscValue |= (1 << RUNE_BLOOD);
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for (uint32 i = 0; i < MAX_RUNES && count > 0; ++i)
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