Core/Spells: Damage should be dealt AFTER m_damage has been set. possibly fixes scourge strike damage calculations.
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@@ -2475,15 +2475,16 @@ void Spell::DoAllEffectOnTarget(TargetInfo* target)
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caster->ToPlayer()->CastItemCombatSpell(unitTarget, m_attackType, procVictim, procEx);
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caster->ToPlayer()->CastItemCombatSpell(unitTarget, m_attackType, procVictim, procEx);
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}
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}
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caster->DealSpellDamage(&damageInfo, true);
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// Haunt
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// Haunt
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if (m_spellInfo->SpellFamilyName == SPELLFAMILY_WARLOCK && m_spellInfo->SpellFamilyFlags[1] & 0x40000 && m_spellAura && m_spellAura->GetEffect(1))
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if (m_spellInfo->SpellFamilyName == SPELLFAMILY_WARLOCK && m_spellInfo->SpellFamilyFlags[1] & 0x40000 && m_spellAura && m_spellAura->GetEffect(1))
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{
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{
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AuraEffect* aurEff = m_spellAura->GetEffect(1);
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AuraEffect* aurEff = m_spellAura->GetEffect(1);
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aurEff->SetAmount(CalculatePctU(aurEff->GetAmount(), damageInfo.damage));
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aurEff->SetAmount(CalculatePctU(aurEff->GetAmount(), damageInfo.damage));
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}
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}
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m_damage = damageInfo.damage;
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m_damage = damageInfo.damage;
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caster->DealSpellDamage(&damageInfo, true);
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}
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}
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// Passive spell hits/misses or active spells only misses (only triggers)
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// Passive spell hits/misses or active spells only misses (only triggers)
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else
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else
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