*Record target live state at filltarget and check live state at doeffect.
--HG-- branch : trunk
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+6
-7
@@ -842,6 +842,7 @@ void Spell::AddUnitTarget(Unit* pVictim, uint32 effIndex)
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target.targetGUID = targetGUID; // Store target GUID
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target.effectMask = immuned ? 0 : 1<<effIndex; // Store index of effect if not immuned
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target.processed = false; // Effects not apply on target
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target.alive = pVictim->isAlive();
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target.damage = 0;
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// Calculate hit result
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@@ -981,6 +982,9 @@ void Spell::DoAllEffectOnTarget(TargetInfo *target)
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if (!unit)
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return;
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if(unit->isAlive() != target->alive)
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return;
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// Get original caster (if exist) and calculate damage/healing from him data
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Unit *caster = m_originalCaster ? m_originalCaster : m_caster;
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@@ -1145,13 +1149,8 @@ SpellMissInfo Spell::DoSpellHitOnUnit(Unit *unit, const uint32 effectMask)
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return SPELL_MISS_EVADE;
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// Recheck immune (only for delayed spells)
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if(m_spellInfo->speed)
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{
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if(!unit->isAlive())
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return SPELL_MISS_EVADE;
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else if(unit->IsImmunedToDamage(m_spellInfo) || unit->IsImmunedToSpell(m_spellInfo))
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if(m_spellInfo->speed && (unit->IsImmunedToDamage(m_spellInfo) || unit->IsImmunedToSpell(m_spellInfo)))
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return SPELL_MISS_IMMUNE;
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}
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if (unit->GetTypeId() == TYPEID_PLAYER)
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{
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@@ -5906,7 +5905,7 @@ void Spell::CalculateDamageDoneForAllTargets()
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continue;
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Unit* unit = m_caster->GetGUID()==target.targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, target.targetGUID);
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if (!unit)
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if (!unit) // || !unit->isAlive()) do we need to check alive here?
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continue;
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if (usesAmmo)
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@@ -568,6 +568,7 @@ class Spell
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SpellMissInfo reflectResult:8;
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uint8 effectMask:8;
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bool processed:1;
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bool alive:1;
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int32 damage;
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};
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std::list<TargetInfo> m_UniqueTargetInfo;
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