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authorOvahlord <dreadkiller@gmx.de>2024-02-16 19:59:15 +0200
committerShauren <shauren.trinity@gmail.com>2024-02-22 21:54:32 +0100
commit6d81f226a071b4ee62e2b637b8d0ff3f06989f85 (patch)
tree5d0613af59094eef6914c46e3c400b6db38d9c85
parentccafdfa93c0405dd9d89a4c3b8853e6c7a083344 (diff)
Core/Spells: allow players to absorb fire damage from environmental damage spell effects
-rw-r--r--src/server/game/Entities/Player/Player.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index 8603de75288..8c9f146cf63 100644
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -744,8 +744,9 @@ uint32 Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage)
{
case DAMAGE_LAVA:
case DAMAGE_SLIME:
+ case DAMAGE_FIRE:
{
- DamageInfo dmgInfo(this, this, damage, nullptr, type == DAMAGE_LAVA ? SPELL_SCHOOL_MASK_FIRE : SPELL_SCHOOL_MASK_NATURE, DIRECT_DAMAGE, BASE_ATTACK);
+ DamageInfo dmgInfo(this, this, damage, nullptr, type == DAMAGE_SLIME ? SPELL_SCHOOL_MASK_NATURE : SPELL_SCHOOL_MASK_FIRE, DIRECT_DAMAGE, BASE_ATTACK);
Unit::CalcAbsorbResist(dmgInfo);
absorb = dmgInfo.GetAbsorb();
resist = dmgInfo.GetResist();