*Allow SPELL_AURA_TRANSFORM to to be breakble by damage using proc system.
--HG-- branch : trunk
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@@ -7532,7 +7532,8 @@ int32 AuraEffect::CalculateCrowdControlAuraAmount(Unit * caster)
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if (m_auraName !=SPELL_AURA_MOD_CONFUSE &&
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m_auraName !=SPELL_AURA_MOD_FEAR &&
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m_auraName !=SPELL_AURA_MOD_STUN &&
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m_auraName !=SPELL_AURA_MOD_ROOT)
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m_auraName !=SPELL_AURA_MOD_ROOT &&
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m_auraName !=SPELL_AURA_TRANSFORM)
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return 0;
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int32 damageCap = (int32)(m_target->GetMaxHealth()*0.10f);
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@@ -12843,6 +12843,7 @@ void Unit::ProcDamageAndSpellFor( bool isVictim, Unit * pTarget, uint32 procFlag
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case SPELL_AURA_MOD_FEAR:
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case SPELL_AURA_MOD_STUN:
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case SPELL_AURA_MOD_ROOT:
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case SPELL_AURA_TRANSFORM:
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if (isVictim && damage)
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{
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// Damage is dealt after proc system - lets ignore auras which wasn't updated yet
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