Core/Spells: Replace MAX_SPELL_EFFECTS loop limits with correct upper bound depending on how many effects the spell has

Port From (https://github.com/TrinityCore/TrinityCore/commit/561b122364525deaee815ad900a78f1323c37776)
This commit is contained in:
Hondacrx
2025-06-03 21:17:25 -04:00
parent c496da9da0
commit 52952deee3
5 changed files with 18 additions and 23 deletions
+1 -1
View File
@@ -112,7 +112,7 @@ namespace Game.Scripting
uint mask = 0;
if (_effIndex == SpellConst.EffectAll || _effIndex == SpellConst.EffectFirstFound)
{
for (byte i = 0; i < SpellConst.MaxEffects; ++i)
for (byte i = 0; i < spellInfo.GetEffects().Count; ++i)
{
if (_effIndex == SpellConst.EffectFirstFound && mask != 0)
return mask;