diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp index 7ac40b76c..169835ae5 100644 --- a/src/game/SpellEffects.cpp +++ b/src/game/SpellEffects.cpp @@ -4282,11 +4282,9 @@ void Spell::EffectWeaponDmg(uint32 i) } // some spell specific modifiers - bool customBonusDamagePercentMod = false; bool spellBonusNeedWeaponDamagePercentMod = false; // if set applied weapon damage percent mode to spell bonus - float bonusDamagePercentMod = 1.0f; // applied to fixed effect damage bonus if set customBonusDamagePercentMod - float weaponDamagePercentMod = 1.0f; // applied to weapon damage (and to fixed effect damage bonus if customBonusDamagePercentMod not set + float weaponDamagePercentMod = 1.0f; // applied to weapon damage and to fixed effect damage bonus float totalDamagePercentMod = 1.0f; // applied to final bonus+weapon damage bool normalized = false; @@ -4325,14 +4323,8 @@ void Spell::EffectWeaponDmg(uint32 i) } case SPELLFAMILY_ROGUE: { - // Ambush - if(m_spellInfo->SpellFamilyFlags & 0x00000200LL) - { - customBonusDamagePercentMod = true; - bonusDamagePercentMod = 2.5f; // 250% - } // Mutilate (for each hand) - else if(m_spellInfo->SpellFamilyFlags & 0x600000000LL) + if(m_spellInfo->SpellFamilyFlags & 0x600000000LL) { bool found = false; // fast check @@ -4405,10 +4397,7 @@ void Spell::EffectWeaponDmg(uint32 i) weaponDamagePercentMod *= float(CalculateDamage(j,unitTarget)) / 100.0f; // applied only to prev.effects fixed damage - if(customBonusDamagePercentMod) - fixed_bonus = int32(fixed_bonus*bonusDamagePercentMod); - else - fixed_bonus = int32(fixed_bonus*weaponDamagePercentMod); + fixed_bonus = int32(fixed_bonus*weaponDamagePercentMod); break; default: break; // not weapon damage effect, just skip diff --git a/src/shared/revision_nr.h b/src/shared/revision_nr.h index 4d931d6ff..97d4c08bf 100644 --- a/src/shared/revision_nr.h +++ b/src/shared/revision_nr.h @@ -1,4 +1,4 @@ #ifndef __REVISION_NR_H__ #define __REVISION_NR_H__ - #define REVISION_NR "7560" + #define REVISION_NR "7561" #endif // __REVISION_NR_H__