Core/Spells: Fix some summon vehicle spells with basepoint 1

ty zwerg
This commit is contained in:
Vincent-Michael
2012-08-02 23:49:11 +02:00
parent e72f01650c
commit bf6e334c5f
+5 -4
View File
@@ -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)