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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@@ -4906,9 +4906,9 @@ void AuraEffect::HandleModTotalPercentStat(AuraApplication const * aurApp, uint8
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return;
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}
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//save current and max HP before applying aura
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uint32 curHPValue = target->GetHealth();
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uint32 maxHPValue = target->GetMaxHealth();
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// save current health state
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float healthPct = target->GetHealthPct();
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bool alive = target->isAlive();
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for (int32 i = STAT_STRENGTH; i < MAX_STATS; i++)
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{
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@@ -4916,16 +4916,13 @@ void AuraEffect::HandleModTotalPercentStat(AuraApplication const * aurApp, uint8
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{
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target->HandleStatModifier(UnitMods(UNIT_MOD_STAT_START + i), TOTAL_PCT, float(GetAmount()), apply);
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if (target->GetTypeId() == TYPEID_PLAYER || target->ToCreature()->isPet())
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target->ApplyStatPercentBuffMod(Stats(i), (float)GetAmount(), apply);
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target->ApplyStatPercentBuffMod(Stats(i), float(GetAmount()), apply);
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}
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}
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//recalculate current HP/MP after applying aura modifications (only for spells with SPELL_ATTR0_UNK4 0x00000010 flag)
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if ((GetMiscValue() == STAT_STAMINA) && (maxHPValue > 0) && (m_spellProto->Attributes & SPELL_ATTR0_UNK4))
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{
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uint32 newHPValue = target->CountPctFromMaxHealth(int32(100.0f * curHPValue / maxHPValue));
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target->SetHealth(newHPValue);
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}
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if (GetMiscValue() == STAT_STAMINA && (m_spellProto->Attributes & SPELL_ATTR0_UNK4))
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target->SetHealth(std::max<uint32>(uint32(healthPct * target->GetMaxHealth() * 0.01f), (alive ? 1 : 0)));
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}
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void AuraEffect::HandleAuraModResistenceOfStatPercent(AuraApplication const * aurApp, uint8 mode, bool /*apply*/) const
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