*Try to fix enormous amount of some ap related spells. This may not fix all issues.
--HG-- branch : trunk
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@@ -2264,7 +2264,7 @@ void Spell::EffectApplyAura(uint32 i)
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//mod duration of channeled aura by spell haste
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if (IsChanneledSpell(m_spellInfo))
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m_caster->ModSpellCastTime(m_spellInfo, duration);
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caster->ModSpellCastTime(m_spellInfo, duration);
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// if Aura removed and deleted, do not continue.
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if(duration== 0 && !(Aur->IsPermanent()))
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+4
-8
@@ -10459,17 +10459,13 @@ float Unit::GetTotalAttackPowerValue(WeaponAttackType attType) const
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{
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if (attType == RANGED_ATTACK)
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{
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int32 ap = GetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER) + GetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS);
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if (ap < 0)
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return 0.0f;
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return ap * (1.0f + GetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER));
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float ap = (1.0f + GetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER)) * float(GetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER) + GetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS));
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return ap < 0.0f ? 0.0f : ap ;
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}
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else
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{
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int32 ap = GetInt32Value(UNIT_FIELD_ATTACK_POWER) + GetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS);
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if (ap < 0)
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return 0.0f;
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return ap * (1.0f + GetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER));
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float ap = (1.0f + GetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER)) * float(GetInt32Value(UNIT_FIELD_ATTACK_POWER) + GetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS));
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return ap < 0.0f ? 0.0f : ap ;
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}
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}
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