Core/Auras: Improvements in SPELL_AURA_MOD_DAMAGE_PERCENT_DONE handling:

*prevent apply mods from weapon specific case to non weapon specific spells
This commit is contained in:
Chaplain
2011-09-11 00:27:40 +03:00
parent ccc13c0295
commit cd06a696cf
+5
View File
@@ -10382,6 +10382,10 @@ uint32 Unit::SpellDamageBonus(Unit* victim, SpellInfo const* spellProto, uint32
AuraEffectList const& mModDamagePercentDone = GetAuraEffectsByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
for (AuraEffectList::const_iterator i = mModDamagePercentDone.begin(); i != mModDamagePercentDone.end(); ++i)
{
if (spellProto->EquippedItemClass == -1 && (*i)->GetSpellInfo()->EquippedItemClass != -1) //prevent apply mods from weapon specific case to non weapon specific spells (Example: thunder clap and two-handed weapon specialization)
continue;
if ((*i)->GetMiscValue() & spellProto->GetSchoolMask())
{
if ((*i)->GetSpellInfo()->EquippedItemClass == -1)
@@ -10391,6 +10395,7 @@ uint32 Unit::SpellDamageBonus(Unit* victim, SpellInfo const* spellProto, uint32
else if (ToPlayer() && ToPlayer()->HasItemFitToSpellRequirements((*i)->GetSpellInfo()))
AddPctN(DoneTotalMod, (*i)->GetAmount());
}
}
uint32 creatureTypeMask = victim->GetCreatureTypeMask();
// Add flat bonus from spell damage versus