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[7561] Cleanup effectWeaponDmg from now oudataed special case.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
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2 changed files with 4 additions and 15 deletions
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@ -4282,11 +4282,9 @@ void Spell::EffectWeaponDmg(uint32 i)
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}
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// some spell specific modifiers
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bool customBonusDamagePercentMod = false;
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bool spellBonusNeedWeaponDamagePercentMod = false; // if set applied weapon damage percent mode to spell bonus
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float bonusDamagePercentMod = 1.0f; // applied to fixed effect damage bonus if set customBonusDamagePercentMod
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float weaponDamagePercentMod = 1.0f; // applied to weapon damage (and to fixed effect damage bonus if customBonusDamagePercentMod not set
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float weaponDamagePercentMod = 1.0f; // applied to weapon damage and to fixed effect damage bonus
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float totalDamagePercentMod = 1.0f; // applied to final bonus+weapon damage
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bool normalized = false;
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@ -4325,14 +4323,8 @@ void Spell::EffectWeaponDmg(uint32 i)
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}
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case SPELLFAMILY_ROGUE:
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{
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// Ambush
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if(m_spellInfo->SpellFamilyFlags & 0x00000200LL)
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{
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customBonusDamagePercentMod = true;
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bonusDamagePercentMod = 2.5f; // 250%
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}
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// Mutilate (for each hand)
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else if(m_spellInfo->SpellFamilyFlags & 0x600000000LL)
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if(m_spellInfo->SpellFamilyFlags & 0x600000000LL)
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{
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bool found = false;
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// fast check
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@ -4405,10 +4397,7 @@ void Spell::EffectWeaponDmg(uint32 i)
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weaponDamagePercentMod *= float(CalculateDamage(j,unitTarget)) / 100.0f;
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// applied only to prev.effects fixed damage
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if(customBonusDamagePercentMod)
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fixed_bonus = int32(fixed_bonus*bonusDamagePercentMod);
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else
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fixed_bonus = int32(fixed_bonus*weaponDamagePercentMod);
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fixed_bonus = int32(fixed_bonus*weaponDamagePercentMod);
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break;
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default:
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break; // not weapon damage effect, just skip
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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 "7560"
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#define REVISION_NR "7561"
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#endif // __REVISION_NR_H__
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