diff options
| author | Machiavelli <none@none> | 2010-06-08 15:41:37 +0200 |
|---|---|---|
| committer | Machiavelli <none@none> | 2010-06-08 15:41:37 +0200 |
| commit | 04955cfb235e7dd3803a486ec1d198401446278f (patch) | |
| tree | bea032349065bafac55e31396eed6526178ab45a /src/server | |
| parent | 332b0f3c8efb39d2532b965a4aed266a33f267ef (diff) | |
Fix Infusion of Light talent (53569,53576), properly cast HoT on target after Flash of Light cast when target has Sacred Shield active.
Big thanks to Shauren, QAston and JohnHoliver.
--HG--
branch : trunk
Diffstat (limited to 'src/server')
| -rw-r--r-- | src/server/game/Entities/Unit/Unit.cpp | 20 |
1 files changed, 19 insertions, 1 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 703ea029460..a5a3ea268f3 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -7742,12 +7742,30 @@ bool Unit::HandleModDamagePctTakenAuraProc(Unit *pVictim, uint32 /*damage*/, Aur // Used in case when access to whole aura is needed // All procs should be handled like this... -bool Unit::HandleAuraProc(Unit * /*pVictim*/, uint32 damage, Aura * triggeredByAura, SpellEntry const * procSpell, uint32 /*procFlag*/, uint32 procEx, uint32 /*cooldown*/, bool * handled) +bool Unit::HandleAuraProc(Unit * pVictim, uint32 damage, Aura * triggeredByAura, SpellEntry const * procSpell, uint32 /*procFlag*/, uint32 procEx, uint32 /*cooldown*/, bool * handled) { SpellEntry const *dummySpell = triggeredByAura->GetSpellProto(); switch(dummySpell->SpellFamilyName) { + case SPELLFAMILY_PALADIN: + { + // Infusion of Light + if (dummySpell->SpellIconID == 3021) + { + // Flash of Light Heal over Time + if (procSpell->SpellFamilyFlags[0] & 0x40000000 && procSpell->SpellIconID == 242) + { + *handled = true; + if (pVictim->HasAura(53601)) + { + int32 bp0 = (damage/12) * dummySpell->CalculateSimpleValue(2)/100; + CastCustomSpell(pVictim, 66922, &bp0, NULL, NULL, true); + return true; + } + } + } + }break; case SPELLFAMILY_MAGE: { // Combustion |
