From f79b8c5885393f967012f1f97c712ccd16d088a9 Mon Sep 17 00:00:00 2001 From: hondacrx Date: Thu, 15 Aug 2019 12:02:18 -0400 Subject: [PATCH] Core/Spell: properly add SPELLMOD_COOLDOWN to spells without initial cooldown Port From (https://github.com/TrinityCore/TrinityCore/commit/248fd9691bc0f9302455d14c06b6554ff7d3d888) --- Source/Game/Spells/SpellHistory.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Source/Game/Spells/SpellHistory.cs b/Source/Game/Spells/SpellHistory.cs index a68bb8edc..230e76738 100644 --- a/Source/Game/Spells/SpellHistory.cs +++ b/Source/Game/Spells/SpellHistory.cs @@ -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); }