Core/Spells: Updated spell required items check, EquippedItemInventoryTypeMask should only be used for enchantments

This commit is contained in:
Shauren
2016-11-19 15:51:57 +01:00
parent d64da044d8
commit 28fd8a424d
+4 -6
View File
@@ -1143,13 +1143,11 @@ bool Item::IsFitToSpellRequirements(SpellInfo const* spellInfo) const
{
ItemTemplate const* proto = GetTemplate();
bool isEnchantSpell = spellInfo->HasEffect(SPELL_EFFECT_ENCHANT_ITEM) || spellInfo->HasEffect(SPELL_EFFECT_ENCHANT_ITEM_TEMPORARY) || spellInfo->HasEffect(SPELL_EFFECT_ENCHANT_ITEM_PRISMATIC);
if (spellInfo->EquippedItemClass != -1) // -1 == any item class
{
// Special case - accept vellum for armor/weapon requirements
if ((spellInfo->EquippedItemClass == ITEM_CLASS_ARMOR ||
spellInfo->EquippedItemClass == ITEM_CLASS_WEAPON) && proto->IsVellum())
if (spellInfo->IsAbilityOfSkillType(SKILL_ENCHANTING)) // only for enchanting spells
return true;
if (isEnchantSpell && proto->GetFlags3() & ITEM_FLAG3_CAN_STORE_ENCHANTS)
return true;
if (spellInfo->EquippedItemClass != int32(proto->GetClass()))
return false; // wrong item class
@@ -1161,7 +1159,7 @@ bool Item::IsFitToSpellRequirements(SpellInfo const* spellInfo) const
}
}
if (spellInfo->EquippedItemInventoryTypeMask != 0) // 0 == any inventory type
if (isEnchantSpell && spellInfo->EquippedItemInventoryTypeMask != 0) // 0 == any inventory type
{
// Special case - accept weapon type for main and offhand requirements
if (proto->GetInventoryType() == INVTYPE_WEAPON &&