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authorthenecromancer <none@none>2010-01-13 09:54:03 +0100
committerthenecromancer <none@none>2010-01-13 09:54:03 +0100
commitecd9470dc8dbebb3a3fcef079cf71111d5ee22b7 (patch)
treeaf8bf3a3f4573debafd2c2f8032641ae046e445b /src
parenta3e66287bff298401e709fe91e2f75609b90f504 (diff)
Fix Kill Shot damage (increase damage by attack power, not weapon damage ( that is already included in effects))
--HG-- branch : trunk
Diffstat (limited to 'src')
-rw-r--r--src/game/SpellEffects.cpp7
1 files changed, 2 insertions, 5 deletions
diff --git a/src/game/SpellEffects.cpp b/src/game/SpellEffects.cpp
index 24c2ded7321..9213d6e092f 100644
--- a/src/game/SpellEffects.cpp
+++ b/src/game/SpellEffects.cpp
@@ -4576,12 +4576,9 @@ void Spell::SpellDamageWeaponDmg(uint32 i)
}
case SPELLFAMILY_HUNTER:
{
- // Kill Shot
+ // Kill Shot - bonus damage from Ranged Attack Power
if(m_spellInfo->SpellFamilyFlags[1] & 0x800000)
- {
- // Increase Weapon Damage by 200% (or Weapon Damage + Weapon Damage)
- spell_bonus += m_caster->CalculateDamage(RANGED_ATTACK, false, true);
- }
+ spell_bonus += int32(0.4f*m_caster->GetTotalAttackPowerValue(RANGED_ATTACK, unitTarget));
break;
}
case SPELLFAMILY_DEATHKNIGHT: