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Core/Spells: restore some special aura proc handling
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Note: can cause some unexpected behavior

Closes: #12413
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joschiwald committed Jul 2, 2014
1 parent abb16a5 commit 22113d1
Showing 1 changed file with 2 additions and 1 deletion.
3 changes: 2 additions & 1 deletion src/server/game/Entities/Unit/Unit.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -7712,7 +7712,8 @@ bool Unit::HandleProcTriggerSpell(Unit* victim, uint32 damage, AuraEffect* trigg
? ToPlayer()->GetItemByGuid(triggeredByAura->GetBase()->GetCastItemGUID()) : NULL;

// Try handle unknown trigger spells
if (sSpellMgr->GetSpellInfo(trigger_spell_id) == NULL)
// triggered spells exists only in serverside spell_dbc
/// @todo: reverify and move these spells to spellscripts
{
switch (auraSpellInfo->SpellFamilyName)
{
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3 comments on commit 22113d1

@ccrs
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@ccrs ccrs commented on 22113d1 Jul 2, 2014

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this one is just... scary :s

@Trisjdc
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@Trisjdc Trisjdc commented on 22113d1 Jul 2, 2014

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'some unexpected behavior'. Heh.

@ccrs
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@ccrs ccrs commented on 22113d1 Jul 3, 2014

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there are so many spells triggered there... x)

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