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-rw-r--r--src/server/game/Spells/Auras/SpellAuraEffects.cpp10
1 files changed, 8 insertions, 2 deletions
diff --git a/src/server/game/Spells/Auras/SpellAuraEffects.cpp b/src/server/game/Spells/Auras/SpellAuraEffects.cpp
index ddf7dd8ad4e..a4368a0278b 100644
--- a/src/server/game/Spells/Auras/SpellAuraEffects.cpp
+++ b/src/server/game/Spells/Auras/SpellAuraEffects.cpp
@@ -3445,7 +3445,13 @@ void AuraEffect::HandleModTotalPercentStat(AuraApplication const* aurApp, uint8
// save current health state
float healthPct = target->GetHealthPct();
- bool alive = target->IsAlive();
+ bool zeroHealth = !target->IsAlive();
+
+ // players in corpse state may mean two different states:
+ /// 1. player just died but did not release (in this case health == 0)
+ /// 2. player is corpse running (ie ghost) (in this case health == 1)
+ if (target->getDeathState() == CORPSE)
+ zeroHealth = (target->GetHealth() == 0);
for (int32 i = STAT_STRENGTH; i < MAX_STATS; i++)
{
@@ -3471,7 +3477,7 @@ void AuraEffect::HandleModTotalPercentStat(AuraApplication const* aurApp, uint8
// recalculate current HP/MP after applying aura modifications (only for spells with SPELL_ATTR0_UNK4 0x00000010 flag)
// this check is total bullshit i think
if (GetMiscValueB() & 1 << STAT_STAMINA && (m_spellInfo->HasAttribute(SPELL_ATTR0_ABILITY)))
- target->SetHealth(std::max<uint32>(uint32(healthPct * target->GetMaxHealth() * 0.01f), (alive ? 1 : 0)));
+ target->SetHealth(std::max<uint32>(CalculatePct(target->GetMaxHealth(), healthPct), (zeroHealth ? 0 : 1)));
}
void AuraEffect::HandleAuraModResistenceOfStatPercent(AuraApplication const* aurApp, uint8 mode, bool /*apply*/) const