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[8334] Small cleanup in magic shield back damage code. Author: VladimirMangos
--HG-- branch : trunk
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@@ -1735,9 +1735,7 @@ void Unit::DealMeleeDamage(CalcDamageInfo *damageInfo, bool durabilityLoss)
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{
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alreadyDone.insert(*i);
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uint32 damage=(*i)->GetAmount();
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SpellEntry const *spellProto = sSpellStore.LookupEntry((*i)->GetId());
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if(!spellProto)
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continue;
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SpellEntry const *i_spellProto = (*i)->GetSpellProto();
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//Calculate absorb resist ??? no data in opcode for this possibly unable to absorb or resist?
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//uint32 absorb;
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//uint32 resist;
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@@ -1749,13 +1747,13 @@ void Unit::DealMeleeDamage(CalcDamageInfo *damageInfo, bool durabilityLoss)
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WorldPacket data(SMSG_SPELLDAMAGESHIELD,(8+8+4+4+4+4));
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data << uint64(pVictim->GetGUID());
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data << uint64(GetGUID());
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data << uint32(spellProto->Id);
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data << uint32(i_spellProto->Id);
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data << uint32(damage); // Damage
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data << uint32(0); // Overkill
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data << uint32(spellProto->SchoolMask);
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data << uint32(i_spellProto->SchoolMask);
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pVictim->SendMessageToSet(&data, true );
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pVictim->DealDamage(this, damage, 0, SPELL_DIRECT_DAMAGE, GetSpellSchoolMask(spellProto), spellProto, true);
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pVictim->DealDamage(this, damage, 0, SPELL_DIRECT_DAMAGE, GetSpellSchoolMask(i_spellProto), i_spellProto, true);
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if (pVictim->m_removedAurasCount > removedAuras)
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{
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