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| author | ariel- <ariel-@users.noreply.github.com> | 2016-09-25 20:47:28 -0300 |
|---|---|---|
| committer | ariel- <ariel-@users.noreply.github.com> | 2016-10-04 20:21:55 -0300 |
| commit | e641d0c7d71bdb21e443bf52bf508b1581e07839 (patch) | |
| tree | 764e1afadfa69a8c1d1a9c709498c017d12409b4 /src/server/game/Combat/ThreatManager.cpp | |
| parent | 23902ff266c28fa83f3bab5646b3e5b93ab55380 (diff) | |
Core/Spells: Implementation of QAston proc system
- Move checks from Unit::IsTriggeredAtSpellProcEvent (old system) to Aura::IsProcTriggeredOnEvent (new system)
- Templatize SpellModOp param of Player::ApplySpellMod, also killed charge counter from SpellModifier and Player system for handling charges... no point in having 3 different systems doing the same thing
- Automatically add default entries to spellProcMap, based on spellinfo (else auras won't proc without an entry) Based on old Unit::ProcDamageAndSpellFor
- Old Unit::ProcDamageAndSpellFor renamed to Unit::ProcSkillsAndReactives and made private, will no longer handle auras.
- Start making use of HealInfo::AbsorbHeal in unit calculations, add effective healing info to HealInfo struct
- Changes in spell reflection system, emulates old behaviour, delaying aura drop
- Removed old charge count hacks in SpellMgr::LoadSpellInfoCorrections
- Removed bogus error log when procChance is 0: Some auras have initial 0 procChance but modified by SPELLMOD_CHANCE_OF_SUCCESS
- Fixed TriggerAurasProcOnEvent logic that tried to trigger twice from actor.
- Allow non damaging spells with DamageClass Melee or Ranged to proc character enchants. Ref issue #17034:
* http://web.archive.org/web/20110309092008/http://elitistjerks.com/f47/t49865-paladin_retribution_pve/
* When an auto-attack lands (does not dodge/parry/miss) that can proc a seal the of the following things happen independently of each other (see 2 roll system).
* 1) A "hidden strike" which uses melee combat mechanics occurs. If it lands it refreshes/stacks SoV DoT. Only white swings can trigger a refresh or stack. (This hidden strike mechanic can also proc things like berserking..)
* 2) A weapon damage based proc will occur if you used a special (CS/DS/judge) or if you have a 5 stack (from auto attacks). This attack can not be avoided.
* Holy Vengeance is the "hidden strike" it has an apply aura effect and damage class melee.
- Fixed Blood Tap interaction with Death Runes (btw, don't know what was going on with those MiscValueB, spell 45529 doesn't have any MiscValueB in SPELL_EFFECT_ACTIVATE_RUNE)
- Ported some AuraEffect checks from old Unit.cpp function. added new AuraScript hook to check procs of an specific effect
- Allow only AuraEffects that passed the check to proc, this won't block whole aura from proccing (and lose charges) if at least one of the effects procs, though
- Changes in spell mod system (for SPELLMOD_CASTING_TIME). fixes #17558.
- Added an exception for SPELLMOD_CRITICAL_CHANCE too, fixes #15193
Diffstat (limited to 'src/server/game/Combat/ThreatManager.cpp')
| -rw-r--r-- | src/server/game/Combat/ThreatManager.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Combat/ThreatManager.cpp b/src/server/game/Combat/ThreatManager.cpp index 9767d69e2aa..e04e1485d64 100644 --- a/src/server/game/Combat/ThreatManager.cpp +++ b/src/server/game/Combat/ThreatManager.cpp @@ -44,7 +44,7 @@ float ThreatCalcHelper::calcThreat(Unit* hatedUnit, Unit* /*hatingUnit*/, float return threat; if (Player* modOwner = hatedUnit->GetSpellModOwner()) - modOwner->ApplySpellMod(threatSpell->Id, SPELLMOD_THREAT, threat); + modOwner->ApplySpellMod<SPELLMOD_THREAT>(threatSpell->Id, threat); } return hatedUnit->ApplyTotalThreatModifier(threat, schoolMask); |
