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
This commit is contained in:
Faq
2012-08-05 08:11:07 +03:00
parent af92a36e88
commit a6813149c8
+8 -1
View File
@@ -14339,10 +14339,17 @@ void Unit::ProcDamageAndSpellFor(bool isVictim, Unit* target, uint32 procFlag, u
continue;
ProcTriggeredData triggerData(itr->second->GetBase());
// Defensive procs are active on absorbs (so absorption effects are not a hindrance)
bool active = (damage > 0) || (procExtra & (PROC_EX_ABSORB|PROC_EX_BLOCK) && isVictim);
bool active = damage || (procExtra & PROC_EX_BLOCK && isVictim);
if (isVictim)
procExtra &= ~PROC_EX_INTERNAL_REQ_FAMILY;
SpellInfo const* spellProto = itr->second->GetBase()->GetSpellInfo();
// only auras that has triggered spell should proc from fully absorbed damage
if (procExtra & PROC_EX_ABSORB && isVictim)
if (damage || spellProto->Effects[EFFECT_0].TriggerSpell || spellProto->Effects[EFFECT_1].TriggerSpell || spellProto->Effects[EFFECT_2].TriggerSpell)
active = true;
if (!IsTriggeredAtSpellProcEvent(target, triggerData.aura, procSpell, procFlag, procExtra, attType, isVictim, active, triggerData.spellProcEvent))
continue;