Core/Spells: Fix erraneous behaviour on hunter spell Lock and Load (disable charge-drop) - thanks to Dr. Tenma
Closes issue 3307 --HG-- branch : trunk
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@@ -6680,6 +6680,11 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, AuraEffect* trigger
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if (!procSpell)
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if (!procSpell)
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return false;
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return false;
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Spell * spell = ToPlayer()->m_spellModTakingSpell;
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// Disable charge drop because of Lock and Load
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ToPlayer()->SetSpellModTakingSpell(spell, false);
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// Explosive Shot
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// Explosive Shot
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if (procSpell->SpellFamilyFlags[2] & 0x200)
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if (procSpell->SpellFamilyFlags[2] & 0x200)
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{
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{
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@@ -6688,10 +6693,12 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, AuraEffect* trigger
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}
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}
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else
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else
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basepoints0 = CalculatePowerCost(procSpell, this, SpellSchoolMask(procSpell->SchoolMask)) * 4/10;
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basepoints0 = CalculatePowerCost(procSpell, this, SpellSchoolMask(procSpell->SchoolMask)) * 4/10;
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ToPlayer()->SetSpellModTakingSpell(spell, true);
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if (basepoints0 <= 0)
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if (basepoints0 <= 0)
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return false;
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return false;
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basepoints0 += 1; // standard basepoint increase for CastCustomSpell
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target = this;
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target = this;
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triggered_spell_id = 34720;
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triggered_spell_id = 34720;
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break;
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break;
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