Core/Spells: Damage should be dealt AFTER m_damage has been set. possibly fixes scourge strike damage calculations.

This commit is contained in:
Kandera
2012-05-18 12:31:13 -04:00
parent e897bb59f7
commit 1037f96e4f
+3 -2
View File
@@ -2475,15 +2475,16 @@ void Spell::DoAllEffectOnTarget(TargetInfo* target)
caster->ToPlayer()->CastItemCombatSpell(unitTarget, m_attackType, procVictim, procEx); caster->ToPlayer()->CastItemCombatSpell(unitTarget, m_attackType, procVictim, procEx);
} }
caster->DealSpellDamage(&damageInfo, true);
// Haunt // Haunt
if (m_spellInfo->SpellFamilyName == SPELLFAMILY_WARLOCK && m_spellInfo->SpellFamilyFlags[1] & 0x40000 && m_spellAura && m_spellAura->GetEffect(1)) if (m_spellInfo->SpellFamilyName == SPELLFAMILY_WARLOCK && m_spellInfo->SpellFamilyFlags[1] & 0x40000 && m_spellAura && m_spellAura->GetEffect(1))
{ {
AuraEffect* aurEff = m_spellAura->GetEffect(1); AuraEffect* aurEff = m_spellAura->GetEffect(1);
aurEff->SetAmount(CalculatePctU(aurEff->GetAmount(), damageInfo.damage)); aurEff->SetAmount(CalculatePctU(aurEff->GetAmount(), damageInfo.damage));
} }
m_damage = damageInfo.damage; m_damage = damageInfo.damage;
caster->DealSpellDamage(&damageInfo, true);
} }
// Passive spell hits/misses or active spells only misses (only triggers) // Passive spell hits/misses or active spells only misses (only triggers)
else else