Merge pull request #7255 from Vincent-Michael/summonVehicle

Core/Spells: Fix some summon vehicle spells with basepoint 1
This commit is contained in:
Nay
2012-08-04 17:14:53 -07:00
+5 -4
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@@ -2420,12 +2420,13 @@ void Spell::EffectSummonType(SpellEffIndex effIndex)
return; return;
// The spell that this effect will trigger. It has SPELL_AURA_CONTROL_VEHICLE // The spell that this effect will trigger. It has SPELL_AURA_CONTROL_VEHICLE
uint32 spell = VEHICLE_SPELL_RIDE_HARDCODED; uint32 spellId = VEHICLE_SPELL_RIDE_HARDCODED;
if (SpellInfo const* spellProto = sSpellMgr->GetSpellInfo(m_spellInfo->Effects[effIndex].CalcValue())) SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(m_spellInfo->Effects[effIndex].CalcValue());
spell = spellProto->Id; if (spellInfo && spellInfo->HasAura(SPELL_AURA_CONTROL_VEHICLE))
spellId = spellInfo->Id;
// Hard coded enter vehicle spell // Hard coded enter vehicle spell
m_originalCaster->CastSpell(summon, spell, true); m_originalCaster->CastSpell(summon, spellId, true);
uint32 faction = properties->Faction; uint32 faction = properties->Faction;
if (!faction) if (!faction)