Core/Spells: Only auras that has triggered spell should proc from fully absorbed damage.
This is Tobmaps version, and looks much better than Chipsi code. #6410
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@@ -14339,10 +14339,17 @@ void Unit::ProcDamageAndSpellFor(bool isVictim, Unit* target, uint32 procFlag, u
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continue;
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ProcTriggeredData triggerData(itr->second->GetBase());
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// Defensive procs are active on absorbs (so absorption effects are not a hindrance)
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bool active = (damage > 0) || (procExtra & (PROC_EX_ABSORB|PROC_EX_BLOCK) && isVictim);
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bool active = damage || (procExtra & PROC_EX_BLOCK && isVictim);
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if (isVictim)
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procExtra &= ~PROC_EX_INTERNAL_REQ_FAMILY;
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SpellInfo const* spellProto = itr->second->GetBase()->GetSpellInfo();
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// only auras that has triggered spell should proc from fully absorbed damage
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if (procExtra & PROC_EX_ABSORB && isVictim)
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if (damage || spellProto->Effects[EFFECT_0].TriggerSpell || spellProto->Effects[EFFECT_1].TriggerSpell || spellProto->Effects[EFFECT_2].TriggerSpell)
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active = true;
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if (!IsTriggeredAtSpellProcEvent(target, triggerData.aura, procSpell, procFlag, procExtra, attType, isVictim, active, triggerData.spellProcEvent))
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continue;
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