Re-re-fix for Life Tap (3.3.3).
I hope that this one is the last. Each rank now use diferent spell power gains (0, 0.2, 0.5). --HG-- branch : trunk
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@@ -1630,8 +1630,16 @@ void Spell::EffectDummy(uint32 i)
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// Life Tap
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// Life Tap
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if (m_spellInfo->SpellFamilyFlags[0] & SPELLFAMILYFLAG_WARLOCK_LIFETAP)
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if (m_spellInfo->SpellFamilyFlags[0] & SPELLFAMILYFLAG_WARLOCK_LIFETAP)
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{
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{
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int32 damage = m_spellInfo->EffectBasePoints[0] + (6 * m_spellInfo->baseLevel);
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float spFactor = 0;
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int32 mana = damage + (m_caster->ToPlayer()->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+SPELL_SCHOOL_SHADOW) / 2);
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switch (m_spellInfo->Id)
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{
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case 11689: spFactor = 0.2; break;
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case 27222:
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case 57946: spFactor = 0.5; break;
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default: spFactor = 0; break;
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}
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int32 damage = m_spellInfo->EffectBasePoints[0] + (6.3875 * m_spellInfo->baseLevel);
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int32 mana = damage + (m_caster->ToPlayer()->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+SPELL_SCHOOL_SHADOW) * spFactor);
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if (unitTarget && (int32(unitTarget->GetHealth()) > damage))
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if (unitTarget && (int32(unitTarget->GetHealth()) > damage))
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{
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{
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