Core/Player: only call _ApplyWeaponDamage for actual weapons

Port From (https://github.com/TrinityCore/TrinityCore/commit/905112b2a61c5b3999f936d957e10a3ee6258751)
This commit is contained in:
hondacrx
2021-06-23 14:42:03 -04:00
parent a34469c171
commit e8b7f00161
2 changed files with 8 additions and 11 deletions
+3 -3
View File
@@ -1702,7 +1702,7 @@ namespace Game.Spells
Action<Unit> flagAddFn = null;
Action<Unit> flagRemoveFn = null;
uint slot;
byte slot;
WeaponAttackType attType;
switch (type)
{
@@ -1742,10 +1742,10 @@ namespace Game.Spells
{
Player player = target.ToPlayer();
Item item = player.GetItemByPos(InventorySlots.Bag0, (byte)slot);
Item item = player.GetItemByPos(InventorySlots.Bag0, slot);
if (item != null)
{
WeaponAttackType attackType = Player.GetAttackBySlot((byte)slot, item.GetTemplate().GetInventoryType());
WeaponAttackType attackType = Player.GetAttackBySlot(slot, item.GetTemplate().GetInventoryType());
player.ApplyItemDependentAuras(item, !apply);
if (attackType < WeaponAttackType.Max)