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authorFaq <ainarsh@gmail.com>2012-08-04 22:20:50 +0300
committerFaq <ainarsh@gmail.com>2012-08-05 08:11:07 +0300
commita6813149c8b245e22f96c393ab0c9bc10b00d118 (patch)
tree964d8253150faf4f10c9ec320e909284dfab94fb
parentaf92a36e889d5fc1a7575300e7652d111ccf87d9 (diff)
Core/Spells: Only auras that has triggered spell should proc from fully absorbed damage.
This is Tobmaps version, and looks much better than Chipsi code. #6410
-rwxr-xr-xsrc/server/game/Entities/Unit/Unit.cpp9
1 files changed, 8 insertions, 1 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index d65d717c236..6b426d04fd7 100755
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -14339,10 +14339,17 @@ void Unit::ProcDamageAndSpellFor(bool isVictim, Unit* target, uint32 procFlag, u
continue;
ProcTriggeredData triggerData(itr->second->GetBase());
// Defensive procs are active on absorbs (so absorption effects are not a hindrance)
- bool active = (damage > 0) || (procExtra & (PROC_EX_ABSORB|PROC_EX_BLOCK) && isVictim);
+ bool active = damage || (procExtra & PROC_EX_BLOCK && isVictim);
if (isVictim)
procExtra &= ~PROC_EX_INTERNAL_REQ_FAMILY;
+
SpellInfo const* spellProto = itr->second->GetBase()->GetSpellInfo();
+
+ // only auras that has triggered spell should proc from fully absorbed damage
+ if (procExtra & PROC_EX_ABSORB && isVictim)
+ if (damage || spellProto->Effects[EFFECT_0].TriggerSpell || spellProto->Effects[EFFECT_1].TriggerSpell || spellProto->Effects[EFFECT_2].TriggerSpell)
+ active = true;
+
if (!IsTriggeredAtSpellProcEvent(target, triggerData.aura, procSpell, procFlag, procExtra, attType, isVictim, active, triggerData.spellProcEvent))
continue;