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Core/Units: moved melee attack rage generation into Unit::AttackerStateUpdate and send the generated rage in combat log packet instead of power update packets
(cherry picked from commit b179a7246d)
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@@ -2173,7 +2173,7 @@ public:
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{
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Unit::DealDamage(handler->GetSession()->GetPlayer(), target, damage, nullptr, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, nullptr, false);
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if (target != handler->GetSession()->GetPlayer())
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handler->GetSession()->GetPlayer()->SendAttackStateUpdate (HITINFO_AFFECTS_VICTIM, target, 1, SPELL_SCHOOL_MASK_NORMAL, damage, 0, 0, VICTIMSTATE_HIT, 0);
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handler->GetSession()->GetPlayer()->SendAttackStateUpdate (HITINFO_AFFECTS_VICTIM, target, 1, SPELL_SCHOOL_MASK_NORMAL, damage, 0, 0, VICTIMSTATE_HIT, 0, 0);
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return true;
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}
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@@ -2199,7 +2199,7 @@ public:
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uint32 resist = dmgInfo.GetResist();
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Unit::DealDamageMods(attacker, target, damage, &absorb);
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Unit::DealDamage(attacker, target, damage, nullptr, DIRECT_DAMAGE, schoolmask, nullptr, false);
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attacker->SendAttackStateUpdate(HITINFO_AFFECTS_VICTIM, target, 0, schoolmask, damage, absorb, resist, VICTIMSTATE_HIT, 0);
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attacker->SendAttackStateUpdate(HITINFO_AFFECTS_VICTIM, target, 0, schoolmask, damage, absorb, resist, VICTIMSTATE_HIT, 0, 0);
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return true;
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}
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