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*Update weapon damage spell calculations.
*Fix devastate. --HG-- branch : trunk
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@@ -4258,13 +4258,13 @@ void Spell::EffectWeaponDmg(uint32 i)
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}
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// some spell specific modifiers
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bool customBonusDamagePercentMod = false;
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float bonusDamagePercentMod = 1.0f; // applied to fixed effect damage bonus if set customBonusDamagePercentMod
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//bool customBonusDamagePercentMod = false;
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//float bonusDamagePercentMod = 1.0f; // applied to fixed effect damage bonus if set customBonusDamagePercentMod
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float weaponDamagePercentMod = 1.0f; // applied to weapon damage (and to fixed effect damage bonus if customBonusDamagePercentMod not set
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float totalDamagePercentMod = 1.0f; // applied to final bonus+weapon damage
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bool normalized = false;
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int32 spell_bonus = 0; // bonus specific for spell
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switch(m_spellInfo->SpellFamilyName)
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{
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case SPELLFAMILY_WARRIOR:
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@@ -4278,19 +4278,52 @@ void Spell::EffectWeaponDmg(uint32 i)
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// Devastate bonus and sunder armor refresh
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else if(m_spellInfo->SpellVisual == 671 && m_spellInfo->SpellIconID == 1508)
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{
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customBonusDamagePercentMod = true;
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bonusDamagePercentMod = 0.0f; // only applied if auras found
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uint32 stack = 0;
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Unit::AuraList const& list = unitTarget->GetAurasByType(SPELL_AURA_MOD_RESISTANCE);
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for(Unit::AuraList::const_iterator itr=list.begin();itr!=list.end();++itr)
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{
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SpellEntry const *proto = (*itr)->GetSpellProto();
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if(proto->SpellVisual == 406 && proto->SpellIconID == 565)
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if(proto->SpellFamilyName == SPELLFAMILY_WARRIOR
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&& proto->SpellFamilyFlags == SPELLFAMILYFLAG_WARRIOR_SUNDERARMOR)
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{
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int32 duration = GetSpellDuration(proto);
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(*itr)->SetAuraDuration(duration);
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(*itr)->UpdateAuraDuration();
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bonusDamagePercentMod += 1.0f; // +100%
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++stack;
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}
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}
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for(int j = 0; j < 3; j++)
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{
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if(m_spellInfo->Effect[j] == SPELL_EFFECT_NORMALIZED_WEAPON_DMG)
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{
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spell_bonus += (stack - 1) * CalculateDamage(j, unitTarget);
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break;
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}
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}
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if(stack < 5)
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{
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// get highest rank of the Sunder Armor spell
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const PlayerSpellMap& sp_list = ((Player*)m_caster)->GetSpellMap();
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for (PlayerSpellMap::const_iterator itr = sp_list.begin(); itr != sp_list.end(); ++itr)
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{
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// only highest rank is shown in spell book, so simply check if shown in spell book
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if(!itr->second->active || itr->second->disabled || itr->second->state == PLAYERSPELL_REMOVED)
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continue;
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SpellEntry const *spellInfo = sSpellStore.LookupEntry(itr->first);
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if (!spellInfo)
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continue;
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if (spellInfo->SpellFamilyFlags == SPELLFAMILYFLAG_WARRIOR_SUNDERARMOR
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&& spellInfo->Id != m_spellInfo->Id
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&& spellInfo->SpellFamilyName == SPELLFAMILY_WARRIOR)
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{
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m_caster->CastSpell(unitTarget, spellInfo, true);
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break;
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}
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}
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}
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}
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@@ -4299,13 +4332,13 @@ void Spell::EffectWeaponDmg(uint32 i)
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case SPELLFAMILY_ROGUE:
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{
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// Ambush
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if(m_spellInfo->SpellFamilyFlags & 0x00000200LL)
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/*if(m_spellInfo->SpellFamilyFlags & 0x00000200LL)
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{
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customBonusDamagePercentMod = true;
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bonusDamagePercentMod = 2.5f; // 250%
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}
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}*/
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// Mutilate (for each hand)
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else if(m_spellInfo->SpellFamilyFlags & 0x600000000LL)
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if(m_spellInfo->SpellFamilyFlags & 0x600000000LL)
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{
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bool found = false;
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// fast check
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@@ -4360,35 +4393,29 @@ void Spell::EffectWeaponDmg(uint32 i)
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}
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}
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int32 fixed_bonus = 0;
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for (int j = 0; j < 3; j++)
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{
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switch(m_spellInfo->Effect[j])
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{
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case SPELL_EFFECT_WEAPON_DAMAGE:
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case SPELL_EFFECT_WEAPON_DAMAGE_NOSCHOOL:
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fixed_bonus += CalculateDamage(j,unitTarget);
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spell_bonus += CalculateDamage(j,unitTarget);
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break;
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case SPELL_EFFECT_NORMALIZED_WEAPON_DMG:
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fixed_bonus += CalculateDamage(j,unitTarget);
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spell_bonus += CalculateDamage(j,unitTarget);
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normalized = true;
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break;
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case SPELL_EFFECT_WEAPON_PERCENT_DAMAGE:
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weaponDamagePercentMod *= float(CalculateDamage(j,unitTarget)) / 100.0f;
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// applied only to prev.effects fixed damage
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if(customBonusDamagePercentMod)
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fixed_bonus = int32(fixed_bonus*bonusDamagePercentMod);
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else
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fixed_bonus = int32(fixed_bonus*weaponDamagePercentMod);
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break;
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default:
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break; // not weapon damage effect, just skip
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}
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}
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//fixed_bonus = int32(fixed_bonus*weaponDamagePercentMod);
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// non-weapon damage
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int32 bonus = spell_bonus + fixed_bonus;
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int32 bonus = spell_bonus;// + fixed_bonus;
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// apply to non-weapon bonus weapon total pct effect, weapon total flat effect included in weapon damage
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if(bonus)
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@@ -241,6 +241,7 @@ enum SpellDisableTypes
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#define SPELLFAMILYFLAG_ROGUE_FEINT 0x008000000LL
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#define SPELLFAMILYFLAG_ROGUE_KIDNEYSHOT 0x000200000LL
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#define SPELLFAMILYFLAG_ROGUE__FINISHING_MOVE 0x9003E0000LL
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#define SPELLFAMILYFLAG_WARRIOR_SUNDERARMOR 0x000004000LL
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// Spell clasification
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enum SpellSpecific
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