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[9784] Move damage and crit calculation for certain effects of spells with delayed hit to spell launch
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7 changed files with 128 additions and 22 deletions
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@ -927,6 +927,17 @@ void Spell::DoAllEffectOnTarget(TargetInfo *target)
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uint32 procVictim = m_procVictim;
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uint32 procEx = PROC_EX_NONE;
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if (m_spellInfo->speed > 0)
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{
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// mark effects that were already handled in Spell::HandleDelayedSpellLaunch on spell launch as processed
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for (int32 i = 0; i < MAX_EFFECT_INDEX; ++i)
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if (IsEffectHandledOnDelayedSpellLaunch(m_spellInfo, SpellEffectIndex(i)))
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mask &= ~(1<<i);
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// maybe used in effects that are handled on hit
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m_damage += target->damage;
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}
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if (missInfo==SPELL_MISS_NONE) // In case spell hit target, do all effect on that target
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DoSpellHitOnUnit(unit, mask);
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else if (missInfo == SPELL_MISS_REFLECT) // In case spell reflect from target, do all effect on caster (if hit)
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@ -966,8 +977,16 @@ void Spell::DoAllEffectOnTarget(TargetInfo *target)
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// Fill base damage struct (unitTarget - is real spell target)
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SpellNonMeleeDamage damageInfo(caster, unitTarget, m_spellInfo->Id, m_spellSchoolMask);
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if (m_spellInfo->speed > 0)
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{
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damageInfo.damage = m_damage;
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damageInfo.HitInfo = target->HitInfo;
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}
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// Add bonuses and fill damageInfo struct
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caster->CalculateSpellDamage(&damageInfo, m_damage, m_spellInfo, m_attackType);
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else
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caster->CalculateSpellDamage(&damageInfo, m_damage, m_spellInfo, m_attackType);
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unitTarget->CalculateAbsorbResistBlock(caster, &damageInfo, m_spellInfo);
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caster->DealDamageMods(damageInfo.target, damageInfo.damage, &damageInfo.absorb);
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@ -1184,6 +1203,56 @@ void Spell::DoAllEffectOnTarget(ItemTargetInfo *target)
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HandleEffects(NULL, target->item, NULL, SpellEffectIndex(effectNumber));
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}
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void Spell::HandleDelayedSpellLaunch(TargetInfo *target)
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{
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// Get mask of effects for target
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uint32 mask = target->effectMask;
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Unit* unit = m_caster->GetObjectGuid() == target->targetGUID ? m_caster : ObjectAccessor::GetUnit(*m_caster, target->targetGUID);
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if (!unit)
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return;
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// Get original caster (if exist) and calculate damage/healing from him data
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Unit *real_caster = GetAffectiveCaster();
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// FIXME: in case wild GO heal/damage spells will be used target bonuses
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Unit *caster = real_caster ? real_caster : m_caster;
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SpellMissInfo missInfo = target->missCondition;
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// Need init unitTarget by default unit (can changed in code on reflect)
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// Or on missInfo!=SPELL_MISS_NONE unitTarget undefined (but need in trigger subsystem)
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unitTarget = unit;
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// Reset damage/healing counter
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m_damage = 0;
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m_healing = 0; // healing maybe not needed at this point
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// Fill base damage struct (unitTarget - is real spell target)
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SpellNonMeleeDamage damageInfo(caster, unitTarget, m_spellInfo->Id, m_spellSchoolMask);
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for (int32 effectNumber = 0; effectNumber < MAX_EFFECT_INDEX; ++effectNumber)
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{
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if (mask & (1 << effectNumber) && IsEffectHandledOnDelayedSpellLaunch(m_spellInfo, SpellEffectIndex(effectNumber)))
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{
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HandleEffects(unit, NULL, NULL, SpellEffectIndex(effectNumber), m_damageMultipliers[effectNumber]);
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if ( m_applyMultiplierMask & (1 << effectNumber) )
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{
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// Get multiplier
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float multiplier = m_spellInfo->DmgMultiplier[effectNumber];
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// Apply multiplier mods
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if (real_caster)
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if(Player* modOwner = real_caster->GetSpellModOwner())
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modOwner->ApplySpellMod(m_spellInfo->Id, SPELLMOD_EFFECT_PAST_FIRST, multiplier, this);
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m_damageMultipliers[effectNumber] *= multiplier;
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}
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}
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}
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caster->CalculateSpellDamage(&damageInfo, m_damage, m_spellInfo, m_attackType);
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target->damage = damageInfo.damage;
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target->HitInfo = damageInfo.HitInfo;
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}
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bool Spell::IsAliveUnitPresentInTargetList()
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{
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// Not need check return true
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@ -2658,6 +2727,10 @@ void Spell::cast(bool skipCheck)
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// in case delayed spell remove item at cast delay start
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TakeCastItem();
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// fill initial spell damage from caster for delayed casted spells
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for(std::list<TargetInfo>::iterator ihit = m_UniqueTargetInfo.begin(); ihit != m_UniqueTargetInfo.end(); ++ihit)
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HandleDelayedSpellLaunch(&(*ihit));
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// Okay, maps created, now prepare flags
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m_immediateHandled = false;
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m_spellState = SPELL_STATE_DELAYED;
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@ -573,6 +573,8 @@ class Spell
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{
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ObjectGuid targetGUID;
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uint64 timeDelay;
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uint32 HitInfo;
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uint32 damage;
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SpellMissInfo missCondition:8;
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SpellMissInfo reflectResult:8;
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uint8 effectMask:8;
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@ -603,6 +605,7 @@ class Spell
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void AddGOTarget(uint64 goGUID, SpellEffectIndex effIndex);
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void AddItemTarget(Item* target, SpellEffectIndex effIndex);
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void DoAllEffectOnTarget(TargetInfo *target);
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void HandleDelayedSpellLaunch(TargetInfo *target);
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void DoSpellHitOnUnit(Unit *unit, uint32 effectMask);
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void DoAllEffectOnTarget(GOTargetInfo *target);
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void DoAllEffectOnTarget(ItemTargetInfo *target);
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@ -7478,6 +7478,8 @@ void Aura::PeriodicTick()
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SpellNonMeleeDamage damageInfo(pCaster, m_target, spellProto->Id, spellProto->SchoolMask);
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pCaster->CalculateSpellDamage(&damageInfo, gain, spellProto);
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damageInfo.target->CalculateAbsorbResistBlock(pCaster, &damageInfo, spellProto);
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pCaster->DealDamageMods(damageInfo.target, damageInfo.damage, &damageInfo.absorb);
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pCaster->SendSpellNonMeleeDamageLog(&damageInfo);
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@ -136,6 +136,21 @@ inline bool IsSpellHaveEffect(SpellEntry const *spellInfo, SpellEffects effect)
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return false;
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}
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inline bool IsEffectHandledOnDelayedSpellLaunch(SpellEntry const *spellInfo, SpellEffectIndex effecIdx)
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{
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switch (spellInfo->Effect[effecIdx])
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{
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case SPELL_EFFECT_SCHOOL_DAMAGE:
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case SPELL_EFFECT_WEAPON_DAMAGE_NOSCHOOL:
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case SPELL_EFFECT_WEAPON_PERCENT_DAMAGE:
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case SPELL_EFFECT_WEAPON_DAMAGE:
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case SPELL_EFFECT_NORMALIZED_WEAPON_DMG:
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return true;
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default:
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return false;
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}
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}
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inline bool IsSpellHaveAura(SpellEntry const *spellInfo, AuraType aura)
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{
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for(int i = 0; i < MAX_EFFECT_INDEX; ++i)
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@ -1186,6 +1186,7 @@ uint32 Unit::SpellNonMeleeDamageLog(Unit *pVictim, uint32 spellID, uint32 damage
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SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellID);
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SpellNonMeleeDamage damageInfo(this, pVictim, spellInfo->Id, spellInfo->SchoolMask);
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CalculateSpellDamage(&damageInfo, damage, spellInfo);
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damageInfo.target->CalculateAbsorbResistBlock(this, &damageInfo, spellInfo);
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DealDamageMods(damageInfo.target,damageInfo.damage,&damageInfo.absorb);
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SendSpellNonMeleeDamageLog(&damageInfo);
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DealSpellDamage(&damageInfo, true);
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@ -1207,7 +1208,6 @@ void Unit::CalculateSpellDamage(SpellNonMeleeDamage *damageInfo, int32 damage, S
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// Check spell crit chance
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bool crit = IsSpellCrit(pVictim, spellInfo, damageSchoolMask, attackType);
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bool blocked = false;
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// damage bonus (per damage class)
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switch (spellInfo->DmgClass)
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@ -1218,8 +1218,6 @@ void Unit::CalculateSpellDamage(SpellNonMeleeDamage *damageInfo, int32 damage, S
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{
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//Calculate damage bonus
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damage = MeleeDamageBonus(pVictim, damage, attackType, spellInfo, SPELL_DIRECT_DAMAGE);
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// Get blocked status
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blocked = pVictim->IsSpellBlocked(this, spellInfo, attackType);
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// if crit add critical bonus
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if (crit)
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@ -1270,19 +1268,6 @@ void Unit::CalculateSpellDamage(SpellNonMeleeDamage *damageInfo, int32 damage, S
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uint32 armor_affected_damage = CalcNotIgnoreDamageRedunction(damage,damageSchoolMask);
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damage = damage - armor_affected_damage + CalcArmorReducedDamage(pVictim, armor_affected_damage);
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}
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// block (only for damage class ranged and -melee, also non-physical damage possible)
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if (blocked)
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{
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damageInfo->blocked = pVictim->GetShieldBlockValue();
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if (damage < (int32)damageInfo->blocked)
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damageInfo->blocked = damage;
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damage-=damageInfo->blocked;
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}
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uint32 absorb_affected_damage = CalcNotIgnoreAbsorbDamage(damage,damageSchoolMask,spellInfo);
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pVictim->CalculateAbsorbAndResist(this, damageSchoolMask, SPELL_DIRECT_DAMAGE, absorb_affected_damage, &damageInfo->absorb, &damageInfo->resist, !(spellInfo->AttributesEx2 & SPELL_ATTR_EX2_CANT_REFLECTED));
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damage-= damageInfo->absorb + damageInfo->resist;
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}
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else
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damage = 0;
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@ -1319,7 +1304,7 @@ void Unit::DealSpellDamage(SpellNonMeleeDamage *damageInfo, bool durabilityLoss)
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}
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// Call default DealDamage (send critical in hit info for threat calculation)
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CleanDamage cleanDamage(damageInfo->cleanDamage, BASE_ATTACK, damageInfo->HitInfo & SPELL_HIT_TYPE_CRIT ? MELEE_HIT_CRIT : MELEE_HIT_NORMAL);
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CleanDamage cleanDamage(0, BASE_ATTACK, damageInfo->HitInfo & SPELL_HIT_TYPE_CRIT ? MELEE_HIT_CRIT : MELEE_HIT_NORMAL);
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DealDamage(pVictim, damageInfo->damage, &cleanDamage, SPELL_DIRECT_DAMAGE, SpellSchoolMask(damageInfo->schoolMask), spellProto, durabilityLoss);
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}
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@ -2332,6 +2317,34 @@ void Unit::CalculateAbsorbAndResist(Unit *pCaster, SpellSchoolMask schoolMask, D
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*absorb = damage - RemainingDamage - *resist;
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}
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void Unit::CalculateAbsorbResistBlock(Unit *pCaster, SpellNonMeleeDamage *damageInfo, SpellEntry const* spellProto, WeaponAttackType attType)
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{
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bool blocked = false;
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// Get blocked status
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switch (spellProto->DmgClass)
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{
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// Melee and Ranged Spells
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case SPELL_DAMAGE_CLASS_RANGED:
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case SPELL_DAMAGE_CLASS_MELEE:
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blocked = IsSpellBlocked(pCaster, spellProto, attType);
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break;
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default:
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break;
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}
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if (blocked)
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{
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damageInfo->blocked = GetShieldBlockValue();
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if (damageInfo->damage < (int32)damageInfo->blocked)
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damageInfo->blocked = damageInfo->damage;
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damageInfo->damage-=damageInfo->blocked;
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}
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uint32 absorb_affected_damage = pCaster->CalcNotIgnoreAbsorbDamage(damageInfo->damage,GetSpellSchoolMask(spellProto),spellProto);
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CalculateAbsorbAndResist(pCaster, GetSpellSchoolMask(spellProto), SPELL_DIRECT_DAMAGE, absorb_affected_damage, &damageInfo->absorb, &damageInfo->resist, !(spellProto->AttributesEx2 & SPELL_ATTR_EX2_CANT_REFLECTED));
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damageInfo->damage-= damageInfo->absorb + damageInfo->resist;
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}
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void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool extra )
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{
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if(hasUnitState(UNIT_STAT_CAN_NOT_REACT) || HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED) )
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@ -12439,6 +12452,7 @@ void Unit::ProcDamageAndSpellFor( bool isVictim, Unit * pTarget, uint32 procFlag
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sLog.outDebug("ProcDamageAndSpell: doing %u damage from spell id %u (triggered by %s aura of spell %u)", auraModifier->m_amount, spellInfo->Id, (isVictim?"a victim's":"an attacker's"), triggeredByAura->GetId());
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SpellNonMeleeDamage damageInfo(this, pTarget, spellInfo->Id, spellInfo->SchoolMask);
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CalculateSpellDamage(&damageInfo, auraModifier->m_amount, spellInfo);
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damageInfo.target->CalculateAbsorbResistBlock(this, &damageInfo, spellInfo);
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DealDamageMods(damageInfo.target,damageInfo.damage,&damageInfo.absorb);
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SendSpellNonMeleeDamageLog(&damageInfo);
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DealSpellDamage(&damageInfo, true);
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@ -877,7 +877,7 @@ struct CalcDamageInfo
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struct SpellNonMeleeDamage{
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SpellNonMeleeDamage(Unit *_attacker, Unit *_target, uint32 _SpellID, uint32 _schoolMask)
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: target(_target), attacker(_attacker), SpellID(_SpellID), damage(0), overkill(0), schoolMask(_schoolMask),
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absorb(0), resist(0), physicalLog(false), unused(false), blocked(0), HitInfo(0), cleanDamage(0)
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absorb(0), resist(0), physicalLog(false), unused(false), blocked(0), HitInfo(0)
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{}
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Unit *target;
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@ -892,8 +892,6 @@ struct SpellNonMeleeDamage{
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bool unused;
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uint32 blocked;
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uint32 HitInfo;
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// Used for help
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uint32 cleanDamage;
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};
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struct SpellPeriodicAuraLogInfo
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@ -1742,6 +1740,7 @@ class MANGOS_DLL_SPEC Unit : public WorldObject
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uint32 CalcArmorReducedDamage(Unit* pVictim, const uint32 damage);
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void CalculateAbsorbAndResist(Unit *pCaster, SpellSchoolMask schoolMask, DamageEffectType damagetype, const uint32 damage, uint32 *absorb, uint32 *resist, bool canReflect = false);
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void CalculateAbsorbResistBlock(Unit *pCaster, SpellNonMeleeDamage *damageInfo, SpellEntry const* spellProto, WeaponAttackType attType = BASE_ATTACK);
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void UpdateWalkMode(Unit* source, bool self = true);
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void UpdateSpeed(UnitMoveType mtype, bool forced, float ratio = 1.0f);
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "9783"
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#define REVISION_NR "9784"
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#endif // __REVISION_NR_H__
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