Core/Spell: properly add SPELLMOD_COOLDOWN to spells without initial cooldown

Port From (https://github.com/TrinityCore/TrinityCore/commit/248fd9691bc0f9302455d14c06b6554ff7d3d888)
This commit is contained in:
hondacrx
2019-08-15 12:02:18 -04:00
parent b8873fa966
commit f79b8c5885
+2 -2
View File
@@ -357,10 +357,10 @@ namespace Game.Spells
Player modOwner = _owner.GetSpellModOwner();
if (modOwner)
{
if (cooldown > 0)
if (cooldown >= 0)
modOwner.ApplySpellMod(spellInfo.Id, SpellModOp.Cooldown, ref cooldown, spell);
if (categoryCooldown > 0 && !spellInfo.HasAttribute(SpellAttr6.IgnoreCategoryCooldownMods))
if (categoryCooldown >= 0 && !spellInfo.HasAttribute(SpellAttr6.IgnoreCategoryCooldownMods))
modOwner.ApplySpellMod(spellInfo.Id, SpellModOp.Cooldown, ref categoryCooldown, spell);
}