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- # HG changeset patch
- # User Zaffy <zaffy@lunar.sk>
- # Date 1432596170 -7200
- # Tue May 26 01:22:50 2015 +0200
- # Node ID 0bd25529693999add46c663c35f63694347af733
- # Parent 2526adeef2db6a9e53b27e7cf63a51b7888817b7
- Fix #906
- diff -r 2526adeef2db -r 0bd255296939 src/game/Spell.cpp
- --- a/src/game/Spell.cpp Tue May 26 00:53:12 2015 +0200
- +++ b/src/game/Spell.cpp Tue May 26 01:22:50 2015 +0200
- @@ -2442,10 +2442,6 @@
- // Okay, everything is prepared. Now we need to distinguish between immediate and evented delayed spells
- if ((m_spellInfo->speed > 0.0f && !IsChanneledSpell(m_spellInfo)) || m_spellInfo->AttributesEx4 & SPELL_ATTR_EX4_UNK4)
- {
- - // Remove used for cast item if need (it can be already NULL after TakeReagents call
- - // in case delayed spell remove item at cast delay start
- - TakeCastItem();
- -
- // Okay, maps created, now prepare flags
- m_immediateHandled = false;
- m_spellState = SPELL_STATE_DELAYED;
- @@ -2612,6 +2608,7 @@
- {
- // handle some immediate features of the spell here
- HandleThreatSpells();
- + TakeCastItem();
- m_needSpellLog = IsNeedSendToClient();
- for (uint32 j = 0; j < MAX_SPELL_EFFECTS; ++j)
- @@ -2619,11 +2616,6 @@
- if (m_spellInfo->Effect[j] == 0)
- continue;
- - // Remove the key from player's inventory here to make sure that
- - // locked chests open and display loot properly.
- - if (m_spellInfo->Effect[j] == SPELL_EFFECT_OPEN_LOCK_ITEM)
- - TakeCastItem();
- -
- // apply Send Event effect to ground in case empty target lists
- if (m_spellInfo->Effect[j] == SPELL_EFFECT_SEND_EVENT && !HaveTargetsForEffect(j))
- {
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