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*Calculate spell points when casting but not hitting.
--HG-- branch : trunk
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@@ -2387,9 +2387,14 @@ void Spell::cast(bool skipCheck)
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return;
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}
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SendCastResult(castResult);
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SendSpellGo(); // we must send smsg_spell_go packet before m_castItem delete in TakeCastItem()...
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for(int i = 0; i < 3; ++i)
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m_currentBasePoints[i] = CalculateDamage(i, NULL);
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// Okay, everything is prepared. Now we need to distinguish between immediate and evented delayed spells
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if (m_spellInfo->speed > 0.0f && !IsChanneledSpell(m_spellInfo))
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{
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@@ -3427,7 +3432,7 @@ void Spell::HandleEffects(Unit *pUnitTarget,Item *pItemTarget,GameObject *pGOTar
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uint8 eff = m_spellInfo->Effect[i];
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uint32 mechanic = m_spellInfo->EffectMechanic[i];
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damage = int32(CalculateDamage((uint8)i,unitTarget)*DamageMultiplier);
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damage = int32(m_currentBasePoints[i] * DamageMultiplier);
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sLog.outDebug( "Spell: Effect : %u", eff);
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