*Fix a bug that melee weapon spells deal too much damage.
--HG-- branch : trunk
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@@ -5404,9 +5404,6 @@ int32 Spell::CalculateDamageDone(Unit *unit, const uint32 effectMask, float *mul
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if(m_damage > 0)
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if(m_damage > 0)
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{
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{
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if(m_originalCaster)
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m_damage = m_originalCaster->SpellDamageBonus(unit, m_spellInfo, m_damage, SPELL_DIRECT_DAMAGE);
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if(IsAreaEffectTarget[m_spellInfo->EffectImplicitTargetA[i]] || IsAreaEffectTarget[m_spellInfo->EffectImplicitTargetB[i]])
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if(IsAreaEffectTarget[m_spellInfo->EffectImplicitTargetA[i]] || IsAreaEffectTarget[m_spellInfo->EffectImplicitTargetB[i]])
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{
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{
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if(int32 reducedPct = unit->GetMaxNegativeAuraModifier(SPELL_AURA_MOD_AOE_DAMAGE_AVOIDANCE))
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if(int32 reducedPct = unit->GetMaxNegativeAuraModifier(SPELL_AURA_MOD_AOE_DAMAGE_AVOIDANCE))
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@@ -597,8 +597,11 @@ void Spell::SpellDamageSchoolDmg(uint32 effect_idx)
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}
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}
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}
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}
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if(damage >= 0)
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if(m_originalCaster)
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m_damage+= damage;
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damage = m_originalCaster->SpellDamageBonus(unitTarget, m_spellInfo, damage, SPELL_DIRECT_DAMAGE);
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if(damage > 0)
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m_damage += damage;
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}
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}
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}
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}
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