*Do not allow boss to be dazed by other creatures.
--HG-- branch : trunk
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@@ -1547,7 +1547,8 @@ void Unit::DealMeleeDamage(CalcDamageInfo *damageInfo, bool durabilityLoss)
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// If this is a creature and it attacks from behind it has a probability to daze it's victim
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// If this is a creature and it attacks from behind it has a probability to daze it's victim
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if( (damageInfo->hitOutCome==MELEE_HIT_CRIT || damageInfo->hitOutCome==MELEE_HIT_CRUSHING || damageInfo->hitOutCome==MELEE_HIT_NORMAL || damageInfo->hitOutCome==MELEE_HIT_GLANCING) &&
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if( (damageInfo->hitOutCome==MELEE_HIT_CRIT || damageInfo->hitOutCome==MELEE_HIT_CRUSHING || damageInfo->hitOutCome==MELEE_HIT_NORMAL || damageInfo->hitOutCome==MELEE_HIT_GLANCING) &&
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GetTypeId() != TYPEID_PLAYER && !((Creature*)this)->GetCharmerOrOwnerGUID() && !pVictim->HasInArc(M_PI, this) )
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GetTypeId() != TYPEID_PLAYER && !((Creature*)this)->GetCharmerOrOwnerGUID() && !pVictim->HasInArc(M_PI, this)
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&& (pVictim->GetTypeId() == TYPEID_PLAYER || !((Creature*)pVictim)->isWorldBoss()))
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{
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{
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// -probability is between 0% and 40%
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// -probability is between 0% and 40%
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// 20% base chance
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// 20% base chance
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