From 4e0da6f7d12bdbf9a333901f58903757d236c59f Mon Sep 17 00:00:00 2001 From: jackpoz Date: Thu, 19 Mar 2020 21:16:49 +0100 Subject: [PATCH] Core/Spells: Fix missing "Inventory is full" with spells that create more than 1 item (cherry picked from commit 2a41755b589f215c14c85b1015e71534c1e91a98) --- src/server/game/Spells/Spell.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp index ca32543145..8b430ff771 100644 --- a/src/server/game/Spells/Spell.cpp +++ b/src/server/game/Spells/Spell.cpp @@ -6918,7 +6918,7 @@ SpellCastResult Spell::CheckItems(int32* param1 /*= nullptr*/, int32* param2 /*= if (spellEffectInfo.ItemType) { ItemPosCountVec dest; - InventoryResult msg = target->ToPlayer()->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, spellEffectInfo.ItemType, 1); + InventoryResult msg = target->ToPlayer()->CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, spellEffectInfo.ItemType, spellEffectInfo.CalcValue()); if (msg != EQUIP_ERR_OK) { ItemTemplate const* itemTemplate = sObjectMgr->GetItemTemplate(spellEffectInfo.ItemType);