diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp index 4b5804c29..0739c1d3b 100644 --- a/src/server/game/Entities/Player/Player.cpp +++ b/src/server/game/Entities/Player/Player.cpp @@ -12551,8 +12551,7 @@ bool Player::HasItemFitToSpellRequirements(SpellInfo const* spellInfo, Item cons return true; // Keep active non-passive auras (e.g. Shield Wall) when disarmed - Item* offhand = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); - if (!spellInfo->IsPassive() && offhand && offhand != ignoreItem) + if (!spellInfo->IsPassive() && HasAuraType(SPELL_AURA_MOD_DISARM_OFFHAND) && GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND)) { for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) if (spellInfo->Effects[i].IsAura())