Core/Spells: Fixed deaths at stat auras removal when at low health (less than 1 percent)
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@@ -1265,13 +1265,13 @@ class Unit : public WorldObject
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uint32 GetHealth() const { return GetUInt32Value(UNIT_FIELD_HEALTH); }
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uint32 GetMaxHealth() const { return GetUInt32Value(UNIT_FIELD_MAXHEALTH); }
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inline bool IsFullHealth() const { return GetHealth() == GetMaxHealth(); }
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inline bool HealthBelowPct(int32 pct) const { return GetHealth() * (uint64)100 < GetMaxHealth() * (uint64)pct; }
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inline bool HealthBelowPctDamaged(int32 pct, uint32 damage) const { return (int32(GetHealth()) - damage) * (int64)100 < GetMaxHealth() * (int64)pct; }
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inline bool HealthAbovePct(int32 pct) const { return GetHealth() * (uint64)100 > GetMaxHealth() * (uint64)pct; }
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inline float GetHealthPct() const { return GetMaxHealth() ? 100.f * GetHealth() / GetMaxHealth() : 0.0f; }
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inline uint32 CountPctFromMaxHealth(int32 pct) const { return CalculatePctN(GetMaxHealth(), pct); }
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inline uint32 CountPctFromCurHealth(int32 pct) const { return CalculatePctN(GetHealth(), pct); }
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bool IsFullHealth() const { return GetHealth() == GetMaxHealth(); }
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bool HealthBelowPct(int32 pct) const { return GetHealth() * (uint64)100 < GetMaxHealth() * (uint64)pct; }
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bool HealthBelowPctDamaged(int32 pct, uint32 damage) const { return (int32(GetHealth()) - damage) * (int64)100 < GetMaxHealth() * (int64)pct; }
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bool HealthAbovePct(int32 pct) const { return GetHealth() * (uint64)100 > GetMaxHealth() * (uint64)pct; }
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float GetHealthPct() const { return GetMaxHealth() ? 100.f * GetHealth() / GetMaxHealth() : 0.0f; }
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uint32 CountPctFromMaxHealth(int32 pct) const { return CalculatePctN(GetMaxHealth(), pct); }
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uint32 CountPctFromCurHealth(int32 pct) const { return CalculatePctN(GetHealth(), pct); }
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void SetHealth(uint32 val);
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void SetMaxHealth(uint32 val);
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