Core/Spells: Revert changes to Unit.cpp done in https://github.com/TrinityCore/TrinityCore/commit/198ffba5ee3b64852b3b090ebdeebd87494cc9f6. This will fix issues with direct damage spells dealing wrong damage that are based on percentage of existing HOT or DOT auras due to missing SPELLMOD_DOT apply.

This commit is contained in:
robinsch committed 2015-07-01 16:04:37 +02:00
1 parent 7fbd035620
commit 067b4c3243
1 file changed
+10 -18
+10 -18
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@@ -9949,15 +9949,11 @@ uint32 Unit::SpellDamageBonusDone(Unit* victim, SpellInfo const* spellProto, uin
DoneTotal += int32(DoneAdvertisedBenefit * coeff * factorMod);
}
float tmpDamage = float(int32(pdamage) + DoneTotal);
// SPELLMOD_DOT will be applied in AuraEffect::HandlePeriodicDamageAurasTick.
if (damagetype != DOT)
{
tmpDamage *= SpellDamagePctDone(victim, spellProto, damagetype);
// apply spellmod to Done damage (flat and pct)
if (Player* modOwner = GetSpellModOwner())
modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_DAMAGE, tmpDamage);
}
// Done Percentage for DOT is already calculated, no need to do it again. The percentage mod is applied in Aura::HandleAuraSpecificMods.
float tmpDamage = (int32(pdamage) + DoneTotal) * (damagetype == DOT ? 1.0f : SpellDamagePctDone(victim, spellProto, damagetype));
// apply spellmod to Done damage (flat and pct)
if (Player* modOwner = GetSpellModOwner())
modOwner->ApplySpellMod(spellProto->Id, damagetype == DOT ? SPELLMOD_DOT : SPELLMOD_DAMAGE, tmpDamage);
return uint32(std::max(tmpDamage, 0.0f));
}
@@ -10797,15 +10793,11 @@ uint32 Unit::SpellHealingBonusDone(Unit* victim, SpellInfo const* spellProto, ui
DoneTotal = 0;
}
float heal = float(int32(healamount) + DoneTotal);
// SPELLMOD_DOT will be applied in AuraEffect::HandlePeriodicHealAurasTick.
if (damagetype != DOT)
{
heal *= SpellHealingPctDone(victim, spellProto);
// apply spellmod to Done amount
if (Player* modOwner = GetSpellModOwner())
modOwner->ApplySpellMod(spellProto->Id, SPELLMOD_DAMAGE, heal);
}
// Done Percentage for DOT is already calculated, no need to do it again. The percentage mod is applied in Aura::HandleAuraSpecificMods.
float heal = float(int32(healamount) + DoneTotal) * (damagetype == DOT ? 1.0f : SpellHealingPctDone(victim, spellProto));
// apply spellmod to Done amount
if (Player* modOwner = GetSpellModOwner())
modOwner->ApplySpellMod(spellProto->Id, damagetype == DOT ? SPELLMOD_DOT : SPELLMOD_DAMAGE, heal);
return uint32(std::max(heal, 0.0f));
}