From 0b32c50fb2b132a5e8248b1127ad746d1764def7 Mon Sep 17 00:00:00 2001 From: kb31 Date: Thu, 30 Apr 2026 13:16:53 +0100 Subject: [PATCH] fix(Core/Spells): Don't remove shield-dependant auras in Dismantle (#25658) --- src/server/game/Entities/Player/Player.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) 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())