Properly check if triggering spell can stack with player's aura.
That should fix e.g. water shield. --HG-- branch : trunk
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+19
-13
@@ -6894,19 +6894,7 @@ bool Unit::HandleProcTriggerSpell(Unit *pVictim, uint32 damage, Aura* triggeredB
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Item* castItem = triggeredByAura->GetCastItemGUID() && GetTypeId()==TYPEID_PLAYER
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? ((Player*)this)->GetItemByGuid(triggeredByAura->GetCastItemGUID()) : NULL;
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// check if triggering spell can stack with current target's auras (if not - don't proc)
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AuraMap::iterator i,next;
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for (i = m_Auras.begin(); i != m_Auras.end(); i = next)
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{
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next = i;
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++next;
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if (!(*i).second) continue;
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if ( (*i).second->GetSpellProto()->Id == trigger_spell_id) continue;
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if (spellmgr.IsNoStackSpellDueToSpell(trigger_spell_id, (*i).second->GetSpellProto()->Id, (pVictim == this)))
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return false;
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}
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// Try handle uncnown trigger spells
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// Try handle unknown trigger spells
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if (sSpellStore.LookupEntry(trigger_spell_id)==NULL)
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switch (auraSpellInfo->SpellFamilyName)
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{
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@@ -7404,6 +7392,24 @@ bool Unit::HandleProcTriggerSpell(Unit *pVictim, uint32 damage, Aura* triggeredB
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return false;
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}
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// check if triggering spell can stack with current target's auras (if not - don't proc)
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// don't check if
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// aura is passive (talent's aura)
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// trigger_spell_id's aura is already active (allow to refresh triggered auras)
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// trigger_spell_id's triggeredByAura is already active (for example shaman's shields)
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AuraMap::iterator i,next;
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uint32 aura_id = 0;
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for (i = m_Auras.begin(); i != m_Auras.end(); i = next)
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{
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next = i;
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++next;
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if (!(*i).second) continue;
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aura_id = (*i).second->GetSpellProto()->Id;
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if ( IsPassiveSpell(aura_id) || aura_id == trigger_spell_id || aura_id == triggeredByAura->GetSpellProto()->Id ) continue;
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if (spellmgr.IsNoStackSpellDueToSpell(trigger_spell_id, (*i).second->GetSpellProto()->Id, ((*i).second->GetCasterGUID() == GetGUID())))
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return false;
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}
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// not allow proc extra attack spell at extra attack
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if( m_extraAttacks && IsSpellHaveEffect(triggerEntry, SPELL_EFFECT_ADD_EXTRA_ATTACKS) )
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return false;
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