[Core/Threat] SpellThreat-Calculation revamped
short: - Threat is now distributed blizzlike (almost) long: - Percent- and AP-Modifieres got add - Threat is now propperly distributed through multiple enemies - Most spells will cause initial threat in an amount equal to their SpellLevel - Energize-Effects will now be treated like healing (threat-wise) - Tanks got their missing +43% passive threat tacked on - Paladins are still missing 'Salvation' and will not only cause half threat with healing (essentially 25% of the amount healed)
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@@ -349,7 +349,14 @@ enum SpellGroupStackRule
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typedef std::map<SpellGroup, SpellGroupStackRule> SpellGroupStackMap;
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typedef std::map<uint32, uint16> SpellThreatMap;
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struct SpellThreatEntry
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{
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int32 flatMod; // flat threat-value for this Spell - default: 0
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float pctMod; // threat-multiplier for this Spell - default: 1.0f
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float apPctMod; // Pct of AP that is added as Threat - default: 0.0f
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};
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typedef std::map<uint32, SpellThreatEntry> SpellThreatMap;
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// Spell script target related declarations (accessed using SpellMgr functions)
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enum SpellScriptTargetType
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@@ -603,7 +610,7 @@ class SpellMgr
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SpellBonusEntry const* GetSpellBonusData(uint32 spellId) const;
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// Spell threat table
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uint16 GetSpellThreat(uint32 spellid) const;
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SpellThreatEntry const* GetSpellThreatEntry(uint32 spellID) const;
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SkillLineAbilityMapBounds GetSkillLineAbilityMapBounds(uint32 spell_id) const;
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