aboutsummaryrefslogtreecommitdiff
path: root/src
diff options
context:
space:
mode:
authorKapoeira <vertozor@gmail.com>2011-12-10 14:50:37 -0500
committerKapoeira <vertozor@gmail.com>2011-12-10 14:50:37 -0500
commit761c5c9e2f1c6c37f850353458c39f0dc1a14c77 (patch)
tree758cf13403917c4e942989f066b18b127fe6a4b4 /src
parent8fb18de128f34b0d20cdd7dbee59735177029be3 (diff)
Core/Spells: Rake's initial damage is a bleeding effect, it should thus ignore armor.
So far this is the only example of such a mechanic (3.3.5), so this does not break anything.
Diffstat (limited to 'src')
-rwxr-xr-xsrc/server/game/Entities/Unit/Unit.cpp10
1 files changed, 7 insertions, 3 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 298f9c60af8..240850646ea 100755
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -1478,9 +1478,13 @@ bool Unit::IsDamageReducedByArmor(SpellSchoolMask schoolMask, SpellInfo const* s
return false;
// bleeding effects are not reduced by armor
- if (effIndex != MAX_SPELL_EFFECTS && spellInfo->Effects[effIndex].ApplyAuraName == SPELL_AURA_PERIODIC_DAMAGE)
- if (spellInfo->GetEffectMechanicMask(effIndex) & (1<<MECHANIC_BLEED))
- return false;
+ if (effIndex != MAX_SPELL_EFFECTS)
+ {
+ if (spellInfo->Effects[effIndex].ApplyAuraName == SPELL_AURA_PERIODIC_DAMAGE ||
+ spellInfo->Effects[effIndex].Effect == SPELL_EFFECT_SCHOOL_DAMAGE)
+ if (spellInfo->GetEffectMechanicMask(effIndex) & (1<<MECHANIC_BLEED))
+ return false;
+ }
}
return true;
}