Core/Spells: proc spells after damage apply, not before. Fixes #13025

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ariel- authored and roc13x committed 2017-05-04 02:57:40 +01:00
1 parent 9dca905ea4
commit 1cffe99136
2 files changed
+8 -9

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@@ -1974,11 +1974,11 @@ void Unit::AttackerStateUpdate(Unit* victim, WeaponAttackType attType, bool extr
DealDamageMods(victim, damageInfo.damage, &damageInfo.absorb);
SendAttackStateUpdate(&damageInfo);
DealMeleeDamage(&damageInfo, true);
DamageInfo dmgInfo(damageInfo);
ProcSkillsAndAuras(damageInfo.target, damageInfo.procAttacker, damageInfo.procVictim, PROC_SPELL_TYPE_NONE, PROC_SPELL_PHASE_NONE, dmgInfo.GetHitMask(), nullptr, &dmgInfo, nullptr);
DealMeleeDamage(&damageInfo, true);
if (GetTypeId() == TYPEID_PLAYER)
TC_LOG_DEBUG("entities.unit", "AttackerStateUpdate: (Player) %u attacked %u (TypeId: %u) for %u dmg, absorbed %u, blocked %u, resisted %u.",
GetGUID().GetCounter(), victim->GetGUID().GetCounter(), victim->GetTypeId(), damageInfo.damage, damageInfo.absorb, damageInfo.blocked_amount, damageInfo.resist);