*Use amount check instead of positivity check for aura effects.
*Fix Overkill and Master of subtlety. --HG-- branch : trunk
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@@ -960,7 +960,7 @@ void Aura::SendAuraUpdate()
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data << uint32(GetId());
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data << uint8(m_auraFlags);
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data << uint8(m_auraLevel);
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data << uint8(m_stackAmount > 1 ? (m_procCharges > 1 ? m_stackAmount * m_procCharges : m_stackAmount) : m_procCharges);
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data << uint8(m_stackAmount > 1 ? m_stackAmount : m_procCharges);
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if(!(m_auraFlags & AFLAG_CASTER))
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{
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@@ -4804,7 +4804,7 @@ void AuraEffect::HandleAuraModResistance(bool apply, bool Real, bool /*changeAmo
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{
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m_target->HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + x), TOTAL_VALUE, float(m_amount), apply);
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if(m_target->GetTypeId() == TYPEID_PLAYER || ((Creature*)m_target)->isPet())
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m_target->ApplyResistanceBuffModsMod(SpellSchools(x),GetParentAura()->IsPositive(),m_amount, apply);
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m_target->ApplyResistanceBuffModsMod(SpellSchools(x),m_amount > 0,m_amount, apply);
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}
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}
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@@ -5441,7 +5441,7 @@ void AuraEffect::HandleModDamageDone(bool apply, bool Real, bool changeAmount)
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if(m_target->GetTypeId() == TYPEID_PLAYER)
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{
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if(GetParentAura()->IsPositive())
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if(m_amount > 0)
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m_target->ApplyModUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS,m_amount,apply);
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else
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m_target->ApplyModUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG,m_amount,apply);
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@@ -5465,7 +5465,7 @@ void AuraEffect::HandleModDamageDone(bool apply, bool Real, bool changeAmount)
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// This information for client side use only
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if(m_target->GetTypeId() == TYPEID_PLAYER)
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{
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if(GetParentAura()->IsPositive())
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if(m_amount > 0)
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{
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for(int i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; i++)
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{
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@@ -5488,7 +5488,7 @@ void AuraEffect::HandleModDamageDone(bool apply, bool Real, bool changeAmount)
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void AuraEffect::HandleModDamagePercentDone(bool apply, bool Real, bool changeAmount)
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{
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sLog.outDebug("AURA MOD DAMAGE type:%u negative:%u", GetMiscValue(), GetParentAura()->IsPositive() ? 0 : 1);
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sLog.outDebug("AURA MOD DAMAGE type:%u negative:%u", GetMiscValue(), m_amount > 0);
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// apply item specific bonuses for already equipped weapon
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if((Real || changeAmount) && m_target->GetTypeId()==TYPEID_PLAYER)
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