Missing part from thenecromancer's weapon proc patch.
Some changes in ProcDamageAndSpellFor to allow triggered spells to trigger other for victim. --HG-- branch : trunk
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+2
-2
@@ -7000,7 +7000,7 @@ void Player::CastItemCombatSpell(Item *item, CalcDamageInfo *damageInfo, ItemPro
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return;
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// Can do effect if any damage done to target
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if (damageInfo->damage)
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if (damageInfo->procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE)
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{
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for (int i = 0; i < 5; i++)
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{
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@@ -7064,7 +7064,7 @@ void Player::CastItemCombatSpell(Item *item, CalcDamageInfo *damageInfo, ItemPro
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else
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{
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// Can do effect if any damage done to target
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if (!(damageInfo->damage))
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if (!(damageInfo->procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE))
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continue;
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}
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+6
-6
@@ -1017,8 +1017,8 @@ void Spell::DoAllEffectOnTarget(TargetInfo *target)
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caster->SendHealSpellLog(unitTarget, m_spellInfo->Id, addhealth, crit);
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// Do triggers for unit (reflect triggers passed on hit phase for correct drop charge)
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if (m_canTrigger && missInfo != SPELL_MISS_REFLECT)
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caster->ProcDamageAndSpell(unitTarget, procAttacker, procVictim, procEx, addhealth, m_attackType, m_spellInfo);
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if (missInfo != SPELL_MISS_REFLECT)
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caster->ProcDamageAndSpell(unitTarget, procAttacker, procVictim, procEx, addhealth, m_attackType, m_spellInfo, m_canTrigger);
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int32 gain = unitTarget->ModifyHealth( int32(addhealth) );
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@@ -1043,8 +1043,8 @@ void Spell::DoAllEffectOnTarget(TargetInfo *target)
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procVictim |= PROC_FLAG_TAKEN_ANY_DAMAGE;
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// Do triggers for unit (reflect triggers passed on hit phase for correct drop charge)
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if (m_canTrigger && missInfo != SPELL_MISS_REFLECT)
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caster->ProcDamageAndSpell(unitTarget, procAttacker, procVictim, procEx, damageInfo.damage, m_attackType, m_spellInfo);
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if (missInfo != SPELL_MISS_REFLECT)
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caster->ProcDamageAndSpell(unitTarget, procAttacker, procVictim, procEx, damageInfo.damage, m_attackType, m_spellInfo, m_canTrigger);
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caster->DealSpellDamage(&damageInfo, true);
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@@ -1094,8 +1094,8 @@ void Spell::DoAllEffectOnTarget(TargetInfo *target)
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SpellNonMeleeDamage damageInfo(caster, unitTarget, m_spellInfo->Id, m_spellSchoolMask);
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procEx = createProcExtendMask(&damageInfo, missInfo);
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// Do triggers for unit (reflect triggers passed on hit phase for correct drop charge)
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if (m_canTrigger && missInfo != SPELL_MISS_REFLECT)
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caster->ProcDamageAndSpell(unit, procAttacker, procVictim, procEx, 0, m_attackType, m_spellInfo);
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if (missInfo != SPELL_MISS_REFLECT)
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caster->ProcDamageAndSpell(unit, procAttacker, procVictim, procEx, 0, m_attackType, m_spellInfo, m_canTrigger);
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}
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// Call scripted function for AI if this spell is casted upon a creature (except pets)
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+3
-3
@@ -1659,7 +1659,7 @@ void Unit::DealMeleeDamage(CalcDamageInfo *damageInfo, bool durabilityLoss)
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}
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// Do effect if any damage done to target
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if (damageInfo->damage)
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if (damageInfo->procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE)
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{
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// victim's damage shield
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std::set<Aura*> alreadyDone;
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@@ -4725,10 +4725,10 @@ void Unit::SendSpellNonMeleeDamageLog(Unit *target,uint32 SpellID,uint32 Damage,
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SendMessageToSet( &data, true );
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}
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void Unit::ProcDamageAndSpell(Unit *pVictim, uint32 procAttacker, uint32 procVictim, uint32 procExtra, uint32 amount, WeaponAttackType attType, SpellEntry const *procSpell)
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void Unit::ProcDamageAndSpell(Unit *pVictim, uint32 procAttacker, uint32 procVictim, uint32 procExtra, uint32 amount, WeaponAttackType attType, SpellEntry const *procSpell, bool canTrigger)
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{
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// Not much to do if no flags are set.
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if (procAttacker)
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if (procAttacker && canTrigger)
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ProcDamageAndSpellFor(false,pVictim,procAttacker, procExtra,attType, procSpell, amount);
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// Now go on with a victim's events'n'auras
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// Not much to do if no flags are set or there is no victim
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+1
-1
@@ -946,7 +946,7 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
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uint32 DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDamage = NULL, DamageEffectType damagetype = DIRECT_DAMAGE, SpellSchoolMask damageSchoolMask = SPELL_SCHOOL_MASK_NORMAL, SpellEntry const *spellProto = NULL, bool durabilityLoss = true);
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void Kill(Unit *pVictim, bool durabilityLoss = true);
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void ProcDamageAndSpell(Unit *pVictim, uint32 procAttacker, uint32 procVictim, uint32 procEx, uint32 amount, WeaponAttackType attType = BASE_ATTACK, SpellEntry const *procSpell = NULL);
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void ProcDamageAndSpell(Unit *pVictim, uint32 procAttacker, uint32 procVictim, uint32 procEx, uint32 amount, WeaponAttackType attType = BASE_ATTACK, SpellEntry const *procSpell = NULL, bool canTrigger = true);
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void ProcDamageAndSpellFor( bool isVictim, Unit * pTarget, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, SpellEntry const * procSpell, uint32 damage );
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void HandleEmoteCommand(uint32 anim_id);
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