Core/Aura: fix SPELL_AURA_MOD_TOTAL_STAT_PERCENTAGE unapply case for dead players

This commit is contained in:
ariel-
2017-03-12 14:29:32 -03:00
committed by roc13x
parent 1689db1451
commit e9599d136b

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@@ -3603,7 +3603,13 @@ void AuraEffect::HandleModTotalPercentStat(AuraApplication const* aurApp, uint8
// save current health state
float healthPct = target->GetHealthPct();
bool alive = target->IsAlive();
bool zeroHealth = !target->IsAlive();
// players in corpse state may mean two different states:
/// 1. player just died but did not release (in this case health == 0)
/// 2. player is corpse running (ie ghost) (in this case health == 1)
if (target->getDeathState() == CORPSE)
zeroHealth = (target->GetHealth() == 0);
for (int32 i = STAT_STRENGTH; i < MAX_STATS; i++)
{
@@ -3629,7 +3635,7 @@ void AuraEffect::HandleModTotalPercentStat(AuraApplication const* aurApp, uint8
// recalculate current HP/MP after applying aura modifications (only for spells with SPELL_ATTR0_UNK4 0x00000010 flag)
// this check is total bullshit i think
if (GetMiscValueB() & 1 << STAT_STAMINA && (m_spellInfo->Attributes & SPELL_ATTR0_ABILITY))
target->SetHealth(std::max<uint32>(uint32(healthPct * target->GetMaxHealth() * 0.01f), (alive ? 1 : 0)));
target->SetHealth(std::max<uint32>(CalculatePct(target->GetMaxHealth(), healthPct), (zeroHealth ? 1 : 0)));
}
void AuraEffect::HandleAuraModResistenceOfStatPercent(AuraApplication const* aurApp, uint8 mode, bool /*apply*/) const