Improved the kill proc slightly.
--HG-- branch : trunk
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+3
-4
@@ -14589,14 +14589,13 @@ void Unit::Kill(Unit *pVictim, bool durabilityLoss)
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player->RewardPlayerAndGroupAtKill(pVictim);
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player->RewardPlayerAndGroupAtKill(pVictim);
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}
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}
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// Do KILL and KILLED procs. KILL proc is called only for the unit who landed the killing blow (or its owner - for pets) regardless of who tapped the victim
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// Do KILL and KILLED procs. KILL proc is called only for the unit who landed the killing blow (and its owner - for pets and totems) regardless of who tapped the victim
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if (isPet())
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if (isPet() || isTotem())
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{
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{
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if (Unit *owner = GetOwner())
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if (Unit *owner = GetOwner())
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owner->ProcDamageAndSpell(pVictim, PROC_FLAG_KILL, PROC_FLAG_KILLED, PROC_EX_NONE, 0);
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owner->ProcDamageAndSpell(pVictim, PROC_FLAG_KILL, PROC_FLAG_KILLED, PROC_EX_NONE, 0);
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}
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}
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else
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ProcDamageAndSpell(pVictim, PROC_FLAG_KILL, PROC_FLAG_KILLED, PROC_EX_NONE, 0);
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ProcDamageAndSpell(pVictim, PROC_FLAG_KILL, PROC_FLAG_KILLED, PROC_EX_NONE, 0);
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// Proc auras on death - must be before aura/combat remove
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// Proc auras on death - must be before aura/combat remove
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pVictim->ProcDamageAndSpell(NULL, PROC_FLAG_DEATH, PROC_FLAG_NONE, PROC_EX_NONE, 0, BASE_ATTACK, 0);
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pVictim->ProcDamageAndSpell(NULL, PROC_FLAG_DEATH, PROC_FLAG_NONE, PROC_EX_NONE, 0, BASE_ATTACK, 0);
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