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* Don't apply double RAP modifier to Steady Shot, pointed out by thenecromancer
--HG-- branch : trunk
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@@ -600,7 +600,6 @@ void Spell::SpellDamageSchoolDmg(uint32 effect_idx)
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{
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damage += urand(uint32(item->GetProto()->Damage->DamageMin), uint32(item->GetProto()->Damage->DamageMax));
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damage += ((Player*)m_caster)->GetAmmoDPS()*item->GetProto()->Delay/1000;
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damage += ((Player*)m_caster)->GetTotalAttackPowerValue(RANGED_ATTACK)*0.1f;
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}
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}
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