Core/Auras: Fix visibility aura effect handlers to work correctly on amount change

This commit is contained in:
QAston
2011-06-08 09:19:34 +02:00
parent 72b73d2cb9
commit 0575dddbb3
3 changed files with 14 additions and 11 deletions
+2 -2
View File
@@ -6455,13 +6455,13 @@ void Player::SetSkill(uint16 id, uint16 step, uint16 newVal, uint16 maxVal)
AuraEffectList const& mModSkill = GetAuraEffectsByType(SPELL_AURA_MOD_SKILL);
for (AuraEffectList::const_iterator j = mModSkill.begin(); j != mModSkill.end(); ++j)
if ((*j)->GetMiscValue() == int32(id))
(*j)->HandleEffect(this, 0, true);
(*j)->HandleEffect(this, AURA_EFFECT_HANDLE_SKILL, true);
// permanent bonuses
AuraEffectList const& mModSkillTalent = GetAuraEffectsByType(SPELL_AURA_MOD_SKILL_TALENT);
for (AuraEffectList::const_iterator j = mModSkillTalent.begin(); j != mModSkillTalent.end(); ++j)
if ((*j)->GetMiscValue() == int32(id))
(*j)->HandleEffect(this, 0, true);
(*j)->HandleEffect(this, AURA_EFFECT_HANDLE_SKILL, true);
// Learn all spells for skill
learnSkillRewardedSpells(id, newVal);