*Fix reckonging
*fix Sword and Board *Fix Vigilance *Rollback sw:death fix. --HG-- branch : trunk
This commit is contained in:
@@ -3324,6 +3324,14 @@ void Player::RemoveSpellCooldown( uint32 spell_id, bool update /* = false */ )
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}
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}
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void Player::RemoveCategoryCooldown( uint32 cat )
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{
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SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat);
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if(i_scstore != sSpellCategoryStore.end())
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for(SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
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RemoveSpellCooldown(*i_scset, true);
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}
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void Player::RemoveArenaSpellCooldowns()
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{
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// remove cooldowns on spells that has < 15 min CD
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@@ -1386,6 +1386,7 @@ class TRINITY_DLL_SPEC Player : public Unit
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void SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId = 0, Spell* spell = NULL);
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void ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs );
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void RemoveSpellCooldown(uint32 spell_id, bool update = false);
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void RemoveCategoryCooldown(uint32 cat);
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void RemoveArenaSpellCooldowns();
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void RemoveAllSpellCooldown();
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void _LoadSpellCooldowns(QueryResult *result);
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+3
-3
@@ -1054,7 +1054,7 @@ void Spell::DoAllEffectOnTarget(TargetInfo *target)
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// Do triggers for unit (reflect triggers passed on hit phase for correct drop charge)
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if (canEffectTrigger && missInfo != SPELL_MISS_REFLECT)
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caster->ProcDamageAndSpell(unitTarget, procAttacker, procVictim, procEx, addhealth, m_attackType, m_spellInfo);
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caster->ProcDamageAndSpell(unitTarget, procAttacker, procVictim, procEx, addhealth, m_attackType, m_spellInfo, m_triggeredByAuraSpell);
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if (m_spellAura)
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m_spellAura->SetProcDamage(addhealth);
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@@ -1080,7 +1080,7 @@ void Spell::DoAllEffectOnTarget(TargetInfo *target)
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// Do triggers for unit (reflect triggers passed on hit phase for correct drop charge)
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if (canEffectTrigger && missInfo != SPELL_MISS_REFLECT)
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caster->ProcDamageAndSpell(unitTarget, procAttacker, procVictim, procEx, damageInfo.damage, m_attackType, m_spellInfo);
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caster->ProcDamageAndSpell(unitTarget, procAttacker, procVictim, procEx, damageInfo.damage, m_attackType, m_spellInfo, m_triggeredByAuraSpell);
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if (m_spellAura)
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m_spellAura->SetProcDamage(damageInfo.damage);
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@@ -1102,7 +1102,7 @@ void Spell::DoAllEffectOnTarget(TargetInfo *target)
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procEx |= createProcExtendMask(&damageInfo, missInfo);
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// Do triggers for unit (reflect triggers passed on hit phase for correct drop charge)
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if (canEffectTrigger && missInfo != SPELL_MISS_REFLECT)
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caster->ProcDamageAndSpell(unit, procAttacker, procVictim, procEx, 0, m_attackType, m_spellInfo);
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caster->ProcDamageAndSpell(unit, procAttacker, procVictim, procEx, 0, m_attackType, m_spellInfo, m_triggeredByAuraSpell);
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}
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if( !m_caster->IsFriendlyTo(unit) && !IsPositiveSpell(m_spellInfo->Id))
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@@ -502,7 +502,7 @@ void Spell::SpellDamageSchoolDmg(uint32 effect_idx)
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case SPELLFAMILY_PRIEST:
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{
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// Shadow Word: Death - deals damage equal to damage done to caster
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if ((m_spellInfo->SpellFamilyFlags[1] & 0x2 )&& m_damage < unitTarget->GetHealth())
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if ((m_spellInfo->SpellFamilyFlags[1] & 0x2 ))
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m_caster->CastCustomSpell(m_caster, 32409, &damage, 0, 0, true);
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break;
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}
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@@ -4850,7 +4850,7 @@ void Spell::EffectScriptEffect(uint32 effIndex)
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unitTarget->CastSpell(unitTarget, spellId, true);
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break;
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}
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//5,000 Gold
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// 5,000 Gold
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case 46642:
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{
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if(!unitTarget || unitTarget->GetTypeId() != TYPEID_PLAYER)
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@@ -4860,6 +4860,17 @@ void Spell::EffectScriptEffect(uint32 effIndex)
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break;
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}
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// Vigilance
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case 50725:
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{
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if(!unitTarget || unitTarget->GetTypeId() != TYPEID_PLAYER)
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return;
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// Remove Taunt cooldown
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((Player*)unitTarget)->RemoveSpellCooldown(355, true);
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return;
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}
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// Emblazon Runeblade
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case 51770:
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{
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@@ -5194,7 +5205,7 @@ void Spell::EffectScriptEffect(uint32 effIndex)
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{
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switch (iter->first)
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{
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// Seal of light, wisdom, justice
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// Seal of light, Seal of wisdom, Seal of justice
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case 20165:
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case 20166:
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case 20164:
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+12
-4
@@ -4567,15 +4567,15 @@ void Unit::SendSpellNonMeleeDamageLog(Unit *target,uint32 SpellID,uint32 Damage,
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SendSpellNonMeleeDamageLog(&log);
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}
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void Unit::ProcDamageAndSpell(Unit *pVictim, uint32 procAttacker, uint32 procVictim, uint32 procExtra, uint32 amount, WeaponAttackType attType, SpellEntry const *procSpell)
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void Unit::ProcDamageAndSpell(Unit *pVictim, uint32 procAttacker, uint32 procVictim, uint32 procExtra, uint32 amount, WeaponAttackType attType, SpellEntry const *procSpell, SpellEntry const * procAura)
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{
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// Not much to do if no flags are set.
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if (procAttacker)
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ProcDamageAndSpellFor(false,pVictim,procAttacker, procExtra,attType, procSpell, amount);
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ProcDamageAndSpellFor(false,pVictim,procAttacker, procExtra,attType, procSpell, amount, procAura);
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// Now go on with a victim's events'n'auras
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// Not much to do if no flags are set or there is no victim
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if(pVictim && pVictim->isAlive() && procVictim)
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pVictim->ProcDamageAndSpellFor(true,this,procVictim, procExtra, attType, procSpell, amount);
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pVictim->ProcDamageAndSpellFor(true,this,procVictim, procExtra, attType, procSpell, amount, procAura);
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}
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void Unit::SendSpellMiss(Unit *target, uint32 spellID, SpellMissInfo missInfo)
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@@ -7013,6 +7013,11 @@ bool Unit::HandleProcTriggerSpell(Unit *pVictim, uint32 damage, AuraEffect* trig
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case SPELLFAMILY_WARRIOR:
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if (auraSpellInfo->Id == 50421) // Scent of Blood
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trigger_spell_id = 50422;
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// Sword and Board
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else if (trigger_spell_id == 50227)
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// remove cooldown of Shield Slam
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if (GetTypeId()==TYPEID_PLAYER)
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((Player*)this)->RemoveCategoryCooldown(1209);
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break;
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case SPELLFAMILY_WARLOCK:
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{
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@@ -11926,7 +11931,7 @@ uint32 createProcExtendMask(SpellNonMeleeDamage *damageInfo, SpellMissInfo missC
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return procEx;
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}
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void Unit::ProcDamageAndSpellFor( bool isVictim, Unit * pTarget, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, SpellEntry const * procSpell, uint32 damage )
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void Unit::ProcDamageAndSpellFor( bool isVictim, Unit * pTarget, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, SpellEntry const * procSpell, uint32 damage , SpellEntry const * procAura)
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{
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// For melee/ranged based attack need update skills and set some Aura states
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if (procFlag & MELEE_BASED_TRIGGER_MASK)
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@@ -11998,6 +12003,9 @@ void Unit::ProcDamageAndSpellFor( bool isVictim, Unit * pTarget, uint32 procFlag
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// Fill procTriggered list
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for(AuraMap::const_iterator itr = GetAuras().begin(); itr!= GetAuras().end(); ++itr)
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{
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// Do not allow auras to proc from effect of itself
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if (procAura && procAura->Id == itr->first)
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continue;
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ProcTriggeredData triggerData(itr->second);
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if(!IsTriggeredAtSpellProcEvent(pTarget, triggerData.aura, procSpell, procFlag, procExtra, attType, isVictim, (damage > 0), triggerData.spellProcEvent))
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continue;
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+2
-2
@@ -1080,8 +1080,8 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
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void Kill(Unit *pVictim, bool durabilityLoss = true);
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int32 DealHeal(Unit *pVictim, uint32 addhealth, SpellEntry const *spellProto, bool critical = false);
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void ProcDamageAndSpell(Unit *pVictim, uint32 procAttacker, uint32 procVictim, uint32 procEx, uint32 amount, WeaponAttackType attType = BASE_ATTACK, SpellEntry const *procSpell = NULL);
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void ProcDamageAndSpellFor( bool isVictim, Unit * pTarget, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, SpellEntry const * procSpell, uint32 damage );
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void ProcDamageAndSpell(Unit *pVictim, uint32 procAttacker, uint32 procVictim, uint32 procEx, uint32 amount, WeaponAttackType attType = BASE_ATTACK, SpellEntry const *procSpell = NULL, SpellEntry const * procAura = NULL);
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void ProcDamageAndSpellFor( bool isVictim, Unit * pTarget, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, SpellEntry const * procSpell, uint32 damage , SpellEntry const * procAura = NULL);
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void HandleEmoteCommand(uint32 anim_id);
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void AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType = BASE_ATTACK, bool extra = false );
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