checking tier is redundant and won't help here, will break things more

This commit is contained in:
Emagi 2023-11-18 07:29:25 -05:00
parent e83b8ea13d
commit f6354ca3ef

View file

@ -2669,7 +2669,7 @@ vector<Spell*> Player::GetSpellBookSpellsByTimer(Spell* spell, int32 timerID) {
vector<SpellBookEntry*>::iterator itr; vector<SpellBookEntry*>::iterator itr;
MSpellsBook.readlock(__FUNCTION__, __LINE__); MSpellsBook.readlock(__FUNCTION__, __LINE__);
for (itr = spells.begin(); itr != spells.end(); itr++) { for (itr = spells.begin(); itr != spells.end(); itr++) {
if ((*itr)->timer == timerID && spell->GetSpellID() != (*itr)->spell_id && spell->GetSpellTier() != (*itr)->tier) if ((*itr)->timer == timerID && spell->GetSpellID() != (*itr)->spell_id)
ret.push_back(master_spell_list.GetSpell((*itr)->spell_id, (*itr)->tier)); ret.push_back(master_spell_list.GetSpell((*itr)->spell_id, (*itr)->tier));
} }
MSpellsBook.releasereadlock(__FUNCTION__, __LINE__); MSpellsBook.releasereadlock(__FUNCTION__, __LINE__);