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-rw-r--r--src/server/game/Entities/Unit/Unit.cpp8
-rw-r--r--src/server/game/Entities/Unit/Unit.h4
-rw-r--r--src/server/game/Spells/Spell.cpp8
3 files changed, 13 insertions, 7 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 1105ed3af32..3d61e5683e2 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -8048,12 +8048,12 @@ int32 Unit::SpellBaseDamageBonusTaken(SpellSchoolMask schoolMask) const
return TakenAdvertisedBenefit;
}
-bool Unit::IsSpellCrit(Unit* victim, SpellInfo const* spellProto, SpellSchoolMask schoolMask, WeaponAttackType attackType /*= BASE_ATTACK*/, Spell* spell /*= nullptr*/) const
+bool Unit::IsSpellCrit(Unit* victim, SpellInfo const* spellProto, SpellSchoolMask schoolMask, WeaponAttackType attackType /*= BASE_ATTACK*/) const
{
- return roll_chance_f(GetUnitSpellCriticalChance(victim, spellProto, schoolMask, attackType, spell));
+ return roll_chance_f(GetUnitSpellCriticalChance(victim, spellProto, schoolMask, attackType));
}
-float Unit::GetUnitSpellCriticalChance(Unit* victim, SpellInfo const* spellProto, SpellSchoolMask schoolMask, WeaponAttackType attackType /*= BASE_ATTACK*/, Spell* spell /*= nullptr*/) const
+float Unit::GetUnitSpellCriticalChance(Unit* victim, SpellInfo const* spellProto, SpellSchoolMask schoolMask, WeaponAttackType attackType /*= BASE_ATTACK*/) const
{
//! Mobs can't crit with spells. Player Totems can
//! Fire Elemental (from totem) can too - but this part is a hack and needs more research
@@ -8215,7 +8215,7 @@ float Unit::GetUnitSpellCriticalChance(Unit* victim, SpellInfo const* spellProto
// percent done
// only players use intelligence for critical chance computations
if (Player* modOwner = GetSpellModOwner())
- modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_CRITICAL_CHANCE, crit_chance, spell);
+ modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_CRITICAL_CHANCE, crit_chance);
AuraEffectList const& critChanceForCaster = victim->GetAuraEffectsByType(SPELL_AURA_MOD_CRIT_CHANCE_FOR_CASTER);
for (AuraEffect const* aurEff : critChanceForCaster)
diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h
index 243530ac3ea..68042afd6c2 100644
--- a/src/server/game/Entities/Unit/Unit.h
+++ b/src/server/game/Entities/Unit/Unit.h
@@ -2111,8 +2111,8 @@ class TC_GAME_API Unit : public WorldObject
bool isSpellBlocked(Unit* victim, SpellInfo const* spellProto, WeaponAttackType attackType = BASE_ATTACK);
bool isBlockCritical();
- bool IsSpellCrit(Unit* victim, SpellInfo const* spellProto, SpellSchoolMask schoolMask, WeaponAttackType attackType = BASE_ATTACK, Spell* spell = nullptr) const;
- float GetUnitSpellCriticalChance(Unit* victim, SpellInfo const* spellProto, SpellSchoolMask schoolMask, WeaponAttackType attackType = BASE_ATTACK, Spell* spell = nullptr) const;
+ bool IsSpellCrit(Unit* victim, SpellInfo const* spellProto, SpellSchoolMask schoolMask, WeaponAttackType attackType = BASE_ATTACK) const;
+ float GetUnitSpellCriticalChance(Unit* victim, SpellInfo const* spellProto, SpellSchoolMask schoolMask, WeaponAttackType attackType = BASE_ATTACK) const;
uint32 SpellCriticalDamageBonus(SpellInfo const* spellProto, uint32 damage, Unit* victim);
uint32 SpellCriticalHealingBonus(SpellInfo const* spellProto, uint32 damage, Unit* victim);
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index 5f1149c2ffc..33c0afb5829 100644
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -7030,7 +7030,13 @@ void Spell::DoAllEffectOnLaunchTarget(TargetInfo& targetInfo, float* multiplier)
}
}
- targetInfo.crit = m_caster->IsSpellCrit(unit, m_spellInfo, m_spellSchoolMask, m_attackType, this);
+ if (Player* modOwner = m_caster->GetSpellModOwner())
+ modOwner->SetSpellModTakingSpell(this, true);
+
+ targetInfo.crit = m_caster->IsSpellCrit(unit, m_spellInfo, m_spellSchoolMask, m_attackType);
+
+ if (Player* modOwner = m_caster->GetSpellModOwner())
+ modOwner->SetSpellModTakingSpell(this, false);
}
SpellCastResult Spell::CanOpenLock(uint32 effIndex, uint32 lockId, SkillType& skillId, int32& reqSkillValue, int32& skillValue)