Fixed missing effect index being a uint and not a byte anymore, caused spells with more then 8 effects to not trigger them.

This commit is contained in:
hondacrx
2021-02-28 00:25:48 -05:00
parent 2bf56cfb1b
commit b413849c4d
3 changed files with 12 additions and 12 deletions
+2 -2
View File
@@ -1272,11 +1272,11 @@ namespace Game.Spells
return mask;
}
public uint GetEffectMechanicMask(byte effIndex)
public uint GetEffectMechanicMask(uint effIndex)
{
uint mask = 0;
if (Mechanic != 0)
mask |= (uint)(1 << (int)Mechanic);
mask |= 1u << (int)Mechanic;
var effect = _effects[effIndex];
if (effect != null && effect.IsEffect() && effect.Mechanic != 0)