Removed unneccessary entitylist check from ApplySpellBonuses

Fixed an issue with FCBaseEffects not applying bonus when cast on targets from runes.
This commit is contained in:
KayenEQ
2016-03-27 11:08:08 -04:00
parent b8972e0215
commit 365a08ee86
4 changed files with 18 additions and 15 deletions
+1 -5
View File
@@ -1543,14 +1543,10 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
{
int i, effect_value, base2, max, effectid;
bool AdditiveWornBonus = false;
Mob *caster = nullptr;
if(!IsAISpellEffect && !IsValidSpell(spell_id))
return;
if(casterId > 0)
caster = entity_list.GetMob(casterId);
for (i = 0; i < EFFECT_COUNT; i++)
{
//Buffs/Item effects
@@ -1577,7 +1573,7 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
AdditiveWornBonus = true;
effectid = spells[spell_id].effectid[i];
effect_value = CalcSpellEffectValue(spell_id, i, casterlevel, instrument_mod, caster, ticsremaining);
effect_value = CalcSpellEffectValue(spell_id, i, casterlevel, instrument_mod, nullptr, ticsremaining, casterId);
base2 = spells[spell_id].base2[i];
max = spells[spell_id].max[i];
}