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*Fix dead-loop crash.
*Fix damage shield. --HG-- branch : trunk
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@@ -2376,7 +2376,9 @@ void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool ex
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CalculateMeleeDamage(pVictim, 0, &damageInfo, attType);
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// Send log damage message to client
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SendAttackStateUpdate(&damageInfo);
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ProcDamageAndSpell(damageInfo.target, damageInfo.procAttacker, damageInfo.procVictim, damageInfo.procEx, damageInfo.damage, damageInfo.attackType);
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// Send blocked amount to spell_proc event if proc can be only from block (Damage Shield)
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uint32 ProcAmount = damageInfo.procEx == PROC_EX_BLOCK ? damageInfo.blocked_amount : damageInfo.damage;
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ProcDamageAndSpell(damageInfo.target, damageInfo.procAttacker, damageInfo.procVictim, damageInfo.procEx, ProcAmount, damageInfo.attackType);
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DealMeleeDamage(&damageInfo,true);
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if (GetTypeId() == TYPEID_PLAYER)
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@@ -5550,7 +5552,8 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAu
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if (dummySpell->SpellIconID == 3214)
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{
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triggered_spell_id = 59653;
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basepoints0 = GetShieldBlockValue() * triggerAmount / 100;
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// % of amount blocked
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basepoints0 = damage * triggerAmount / 100;
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break;
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}
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break;
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