*Fix 'crazy procs' issue and shadowstep remove on stealth.
--HG-- branch : trunk
This commit is contained in:
+43
-27
@@ -758,6 +758,7 @@ void Spell::prepareDataForTriggerSystem(AuraEffect * triggeredByAura)
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// Create base triggers flags for Attacker and Victim ( m_procAttacker, m_procVictim and m_procEx)
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//==========================================================================================
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m_procVictim = m_procAttacker = 0;
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// Get data for type of attack and fill base info for trigger
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switch (m_spellInfo->DmgClass)
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{
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@@ -779,37 +780,15 @@ void Spell::prepareDataForTriggerSystem(AuraEffect * triggeredByAura)
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}
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break;
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default:
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if (IsPositiveSpell(m_spellInfo->Id)) // Check for positive spell
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{
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if(m_customAttr & SPELL_ATTR_CU_DIRECT_DAMAGE)
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{
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m_procAttacker = PROC_FLAG_SUCCESSFUL_HEALING_SPELL;
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m_procVictim = PROC_FLAG_TAKEN_HEALING_SPELL;
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}
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else
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{
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m_procAttacker = PROC_FLAG_SUCCESSFUL_POSITIVE_SPELL;
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m_procVictim = PROC_FLAG_TAKEN_POSITIVE_SPELL;
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}
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}
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else if (m_spellInfo->AttributesEx2 & SPELL_ATTR_EX2_AUTOREPEAT_FLAG) // Wands auto attack
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if (m_spellInfo->EquippedItemClass == ITEM_CLASS_WEAPON &&
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m_spellInfo->EquippedItemSubClassMask & ITEM_SUBCLASS_WEAPON_WAND
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&& m_spellInfo->AttributesEx2 & SPELL_ATTR_EX2_AUTOREPEAT_FLAG) // Wands auto attack
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{
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m_procAttacker = PROC_FLAG_SUCCESSFUL_RANGED_HIT;
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m_procVictim = PROC_FLAG_TAKEN_RANGED_HIT;
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}
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else // Negative spell
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{
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if(m_customAttr & SPELL_ATTR_CU_DIRECT_DAMAGE)
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{
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m_procAttacker = PROC_FLAG_SUCCESSFUL_DAMAGING_SPELL_HIT;
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m_procVictim = PROC_FLAG_TAKEN_DAMAGING_SPELL_HIT;
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}
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else
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{
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m_procAttacker = PROC_FLAG_SUCCESSFUL_NEGATIVE_SPELL_HIT;
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m_procVictim = PROC_FLAG_TAKEN_NEGATIVE_SPELL_HIT;
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}
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}
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// For other spells trigger procflags are set in Spell::DoAllEffectOnTarget
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// Because spell positivity is dependant on target
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}
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m_procEx= PROC_EX_NONE;
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@@ -1109,6 +1088,12 @@ void Spell::DoAllEffectOnTarget(TargetInfo *target)
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// Do healing and triggers
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if (m_healing > 0)
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{
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// Trigger info was not filled in spell::preparedatafortriggersystem - we do it now
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if (canEffectTrigger && !procAttacker && !procVictim)
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{
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procAttacker |= PROC_FLAG_SUCCESSFUL_HEALING_SPELL;
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procVictim |= PROC_FLAG_TAKEN_HEALING_SPELL;
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}
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bool crit = caster->isSpellCrit(unitTarget, m_spellInfo, m_spellSchoolMask);
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uint32 addhealth = m_healing;
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if (crit)
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@@ -1132,6 +1117,13 @@ void Spell::DoAllEffectOnTarget(TargetInfo *target)
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// Do damage and triggers
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else if (m_damage > 0)
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{
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// Trigger info was not filled in spell::preparedatafortriggersystem - we do it now
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if (canEffectTrigger && !procAttacker && !procVictim)
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{
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procAttacker |= PROC_FLAG_SUCCESSFUL_DAMAGING_SPELL_HIT;
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procVictim |= PROC_FLAG_TAKEN_DAMAGING_SPELL_HIT;
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}
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// Fill base damage struct (unitTarget - is real spell target)
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SpellNonMeleeDamage damageInfo(caster, unitTarget, m_spellInfo->Id, m_spellSchoolMask);
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@@ -1168,6 +1160,30 @@ void Spell::DoAllEffectOnTarget(TargetInfo *target)
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// Passive spell hits/misses or active spells only misses (only triggers)
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else
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{
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// Trigger info was not filled in spell::preparedatafortriggersystem - we do it now
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if (canEffectTrigger && !procAttacker && !procVictim)
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{
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// Check spell positivity on target
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bool positive = true;
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for (uint8 i = 0; i< MAX_SPELL_EFFECTS; ++i)
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// If at least one effect negative spell is negative hit
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if (mask & (1<<i) && !IsPositiveEffect(m_spellInfo->Id, i))
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{
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positive = false;
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break;
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}
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if (positive)
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{
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procAttacker |= PROC_FLAG_SUCCESSFUL_POSITIVE_SPELL;
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procVictim |= PROC_FLAG_TAKEN_POSITIVE_SPELL;
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}
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else
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{
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procAttacker |= PROC_FLAG_SUCCESSFUL_NEGATIVE_SPELL_HIT;
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procVictim |= PROC_FLAG_TAKEN_NEGATIVE_SPELL_HIT;
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}
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}
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// Fill base damage struct (unitTarget - is real spell target)
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SpellNonMeleeDamage damageInfo(caster, unitTarget, m_spellInfo->Id, m_spellSchoolMask);
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procEx |= createProcExtendMask(&damageInfo, missInfo);
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@@ -1268,7 +1268,7 @@ void SpellMgr::LoadSpellBonusess()
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sLog.outString( ">> Loaded %u extra spell bonus data", count);
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}
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bool SpellMgr::IsSpellProcEventCanTriggeredBy(SpellProcEventEntry const* spellProcEvent, uint32 EventProcFlag, SpellEntry const * procSpell, uint32 procFlags, uint32 procExtra)
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bool SpellMgr::IsSpellProcEventCanTriggeredBy(SpellProcEventEntry const* spellProcEvent, uint32 EventProcFlag, SpellEntry const * procSpell, uint32 procFlags, uint32 procExtra, bool active)
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{
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// No extra req need
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uint32 procEvent_procEx = PROC_EX_NONE;
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@@ -1356,6 +1356,7 @@ bool SpellMgr::IsSpellProcEventCanTriggeredBy(SpellProcEventEntry const* spellPr
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if ((spellProcEvent->spellFamilyMask & procSpell->SpellFamilyFlags ) == 0)
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return false;
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hasFamilyMask = true;
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active = true;
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}
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}
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}
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@@ -1369,8 +1370,8 @@ bool SpellMgr::IsSpellProcEventCanTriggeredBy(SpellProcEventEntry const* spellPr
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// Check for extra req (if none) and hit/crit
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if (procEvent_procEx == PROC_EX_NONE)
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{
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// No extra req, so can trigger only for hit/crit
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if((procExtra & (PROC_EX_NORMAL_HIT|PROC_EX_CRITICAL_HIT)))
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// No extra req, so can trigger only for hit/crit - spell has to be active or to have PROC_FLAG_TAKEN_NEGATIVE_SPELL_HIT
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if((procExtra & (PROC_EX_NORMAL_HIT|PROC_EX_CRITICAL_HIT)) && (active || procFlags & PROC_FLAG_TAKEN_NEGATIVE_SPELL_HIT))
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return true;
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}
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else // Passive spells hits here only if resist/reflect/immune/evade
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+4
-4
@@ -393,7 +393,7 @@ enum ProcFlags
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PROC_FLAG_KILLED = 0x00000001, // 00 Killed by agressor
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PROC_FLAG_KILL = 0x00000002, // 01 Kill target (in most cases need XP/Honor reward)
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PROC_FLAG_SUCCESSFUL_MILEE_HIT = 0x00000004, // 02 Successful melee auto attack
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PROC_FLAG_SUCCESSFUL_MELEE_HIT = 0x00000004, // 02 Successful melee auto attack
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PROC_FLAG_TAKEN_MELEE_HIT = 0x00000008, // 03 Taken damage from melee auto attack hit
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PROC_FLAG_SUCCESSFUL_MELEE_SPELL_HIT = 0x00000010, // 04 Successful attack by Spell that use melee weapon
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@@ -429,7 +429,7 @@ enum ProcFlags
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PROC_FLAG_DEATH = 0x01000000 // 24 Died in any way
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};
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#define MELEE_BASED_TRIGGER_MASK (PROC_FLAG_SUCCESSFUL_MILEE_HIT | \
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#define MELEE_BASED_TRIGGER_MASK (PROC_FLAG_SUCCESSFUL_MELEE_HIT | \
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PROC_FLAG_TAKEN_MELEE_HIT | \
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PROC_FLAG_SUCCESSFUL_MELEE_SPELL_HIT | \
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PROC_FLAG_TAKEN_MELEE_SPELL_HIT | \
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@@ -458,7 +458,7 @@ enum ProcFlagsEx
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PROC_EX_AURA_REMOVE_EXPIRE = 0x0004000, // aura remove by default and by cancel
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PROC_EX_EX_TRIGGER_ALWAYS = 0x0010000, // If set trigger always ( no matter another flags) used for drop charges
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PROC_EX_EX_ONE_TIME_TRIGGER = 0x0020000, // If set trigger always but only one time (not used)
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PROC_EX_INTERNAL_CANT_PROC = 0x0800000,
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PROC_EX_INTERNAL_CANT_PROC = 0x0800000, // Only for internal use
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PROC_EX_INTERNAL_DOT = 0x1000000, // Only for internal use
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PROC_EX_INTERNAL_HOT = 0x2000000, // Only for internal use
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PROC_EX_INTERNAL_TRIGGERED = 0x4000000, // Only for internal use
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@@ -769,7 +769,7 @@ class SpellMgr
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return NULL;
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}
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bool IsSpellProcEventCanTriggeredBy( SpellProcEventEntry const * spellProcEvent, uint32 EventProcFlag, SpellEntry const * procSpell, uint32 procFlags, uint32 procExtra);
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bool IsSpellProcEventCanTriggeredBy( SpellProcEventEntry const * spellProcEvent, uint32 EventProcFlag, SpellEntry const * procSpell, uint32 procFlags, uint32 procExtra, bool active);
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SpellEnchantProcEntry const* GetSpellEnchantProcEvent(uint32 enchId) const
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{
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+5
-4
@@ -1439,12 +1439,12 @@ void Unit::CalculateMeleeDamage(Unit *pVictim, uint32 damage, CalcDamageInfo *da
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switch (attackType)
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{
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case BASE_ATTACK:
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damageInfo->procAttacker = PROC_FLAG_SUCCESSFUL_MILEE_HIT;
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damageInfo->procAttacker = PROC_FLAG_SUCCESSFUL_MELEE_HIT;
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damageInfo->procVictim = PROC_FLAG_TAKEN_MELEE_HIT;
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damageInfo->HitInfo = HITINFO_NORMALSWING2;
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break;
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case OFF_ATTACK:
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damageInfo->procAttacker = PROC_FLAG_SUCCESSFUL_MILEE_HIT | PROC_FLAG_SUCCESSFUL_OFFHAND_HIT;
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damageInfo->procAttacker = PROC_FLAG_SUCCESSFUL_MELEE_HIT | PROC_FLAG_SUCCESSFUL_OFFHAND_HIT;
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damageInfo->procVictim = PROC_FLAG_TAKEN_MELEE_HIT;//|PROC_FLAG_TAKEN_OFFHAND_HIT // not used
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damageInfo->HitInfo = HITINFO_LEFTSWING;
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break;
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@@ -2982,7 +2982,7 @@ SpellMissInfo Unit::SpellHitResult(Unit *pVictim, SpellEntry const *spell, bool
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if (reflectchance > 0 && roll_chance_i(reflectchance))
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{
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// Start triggers for remove charges if need (trigger only for victim, and mark as active spell)
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ProcDamageAndSpell(pVictim, PROC_FLAG_NONE, PROC_FLAG_TAKEN_NEGATIVE_SPELL_HIT, PROC_EX_REFLECT, 0, BASE_ATTACK, spell);
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ProcDamageAndSpell(pVictim, PROC_FLAG_NONE, PROC_FLAG_SUCCESSFUL_DAMAGING_SPELL_HIT, PROC_EX_REFLECT, 1, BASE_ATTACK, spell);
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return SPELL_MISS_REFLECT;
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}
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}
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@@ -12834,6 +12834,7 @@ void Unit::ProcDamageAndSpellFor( bool isVictim, Unit * pTarget, uint32 procFlag
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// Remove charge (aura can be removed by triggers)
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if(useCharges && takeCharges)
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{
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sLog.outError("%d, %d, %d", Id, procSpell? procSpell->Id : 0, procFlag);
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i->aura->DropAuraCharge();
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}
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}
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@@ -13480,7 +13481,7 @@ bool Unit::IsTriggeredAtSpellProcEvent(Unit *pVictim, Aura * aura, SpellEntry co
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}
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// Check spellProcEvent data requirements
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if(!spellmgr.IsSpellProcEventCanTriggeredBy(spellProcEvent, EventProcFlag, procSpell, procFlag, procExtra))
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if(!spellmgr.IsSpellProcEventCanTriggeredBy(spellProcEvent, EventProcFlag, procSpell, procFlag, procExtra, active))
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return false;
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// In most cases req get honor or XP from kill
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if (EventProcFlag & PROC_FLAG_KILL && GetTypeId() == TYPEID_PLAYER)
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