*Allow SPELL_AURA_TRANSFORM to to be breakble by damage using proc system.

--HG--
branch : trunk
This commit is contained in:
QAston
2009-07-22 19:16:40 +02:00
parent 70e6446118
commit f9975c9536
2 changed files with 3 additions and 1 deletions
+2 -1
View File
@@ -7532,7 +7532,8 @@ int32 AuraEffect::CalculateCrowdControlAuraAmount(Unit * caster)
if (m_auraName !=SPELL_AURA_MOD_CONFUSE &&
m_auraName !=SPELL_AURA_MOD_FEAR &&
m_auraName !=SPELL_AURA_MOD_STUN &&
m_auraName !=SPELL_AURA_MOD_ROOT)
m_auraName !=SPELL_AURA_MOD_ROOT &&
m_auraName !=SPELL_AURA_TRANSFORM)
return 0;
int32 damageCap = (int32)(m_target->GetMaxHealth()*0.10f);
+1
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@@ -12843,6 +12843,7 @@ void Unit::ProcDamageAndSpellFor( bool isVictim, Unit * pTarget, uint32 procFlag
case SPELL_AURA_MOD_FEAR:
case SPELL_AURA_MOD_STUN:
case SPELL_AURA_MOD_ROOT:
case SPELL_AURA_TRANSFORM:
if (isVictim && damage)
{
// Damage is dealt after proc system - lets ignore auras which wasn't updated yet