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-rw-r--r--src/game/Unit.cpp14
1 files changed, 5 insertions, 9 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index 57d876f4e40..25370e0f02f 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -4708,15 +4708,15 @@ void Unit::SendSpellNonMeleeDamageLog(Unit *target,uint32 SpellID,uint32 Damage,
SendMessageToSet( &data, true );
}
-void Unit::ProcDamageAndSpell(Unit *pVictim, uint32 procAttacker, uint32 procVictim, uint32 procExtra, uint32 amount, WeaponAttackType attType, SpellEntry const *procSpell, bool triggered)
+void Unit::ProcDamageAndSpell(Unit *pVictim, uint32 procAttacker, uint32 procVictim, uint32 procExtra, uint32 amount, WeaponAttackType attType, SpellEntry const *procSpell)
{
// Not much to do if no flags are set.
if (procAttacker)
- ProcDamageAndSpellFor(false,pVictim,procAttacker, procExtra,attType, procSpell, amount, triggered);
+ ProcDamageAndSpellFor(false,pVictim,procAttacker, procExtra,attType, procSpell, amount);
// Now go on with a victim's events'n'auras
// Not much to do if no flags are set or there is no victim
if(pVictim && pVictim->isAlive() && procVictim)
- pVictim->ProcDamageAndSpellFor(true,this,procVictim, procExtra, attType, procSpell, amount, triggered);
+ pVictim->ProcDamageAndSpellFor(true,this,procVictim, procExtra, attType, procSpell, amount);
}
void Unit::SendSpellMiss(Unit *target, uint32 spellID, SpellMissInfo missInfo)
@@ -11695,7 +11695,7 @@ uint32 createProcExtendMask(SpellNonMeleeDamage *damageInfo, SpellMissInfo missC
return procEx;
}
-void Unit::ProcDamageAndSpellFor( bool isVictim, Unit * pTarget, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, SpellEntry const * procSpell, uint32 damage , bool triggered)
+void Unit::ProcDamageAndSpellFor( bool isVictim, Unit * pTarget, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, SpellEntry const * procSpell, uint32 damage )
{
// For melee/ranged based attack need update skills and set some Aura states
if (procFlag & MELEE_BASED_TRIGGER_MASK)
@@ -12565,7 +12565,7 @@ Pet* Unit::CreateTamedPetFrom(Creature* creatureTarget,uint32 spell_id)
return pet;
}
-bool Unit::IsTriggeredAtSpellProcEvent(Unit *pVictim, Aura* aura, SpellEntry const* procSpell, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, bool isVictim, bool active, SpellProcEventEntry const*& spellProcEvent , bool triggered)
+bool Unit::IsTriggeredAtSpellProcEvent(Unit *pVictim, Aura* aura, SpellEntry const* procSpell, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, bool isVictim, bool active, SpellProcEventEntry const*& spellProcEvent )
{
SpellEntry const* spellProto = aura->GetSpellProto ();
@@ -12591,10 +12591,6 @@ bool Unit::IsTriggeredAtSpellProcEvent(Unit *pVictim, Aura* aura, SpellEntry con
if (!EventProcFlag)
return false;
- // Triggered spells cannot proc for auras without mask requirement
- if (triggered && !spellProcEvent->spellFamilyMask)
- return false;
-
// Check spellProcEvent data requirements
if(!SpellMgr::IsSpellProcEventCanTriggeredBy(spellProcEvent, EventProcFlag, procSpell, procFlag, procExtra, active))
return false;