Core/Units: added a missing spell id check in MeleeSpellMissChance
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@@ -12494,7 +12494,7 @@ void Unit::ApplyResilience(Unit const* victim, int32* damage) const
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// Crit or block - determined on damage calculation phase! (and can be both in some time)
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float Unit::MeleeSpellMissChance(Unit const* victim, WeaponAttackType attType, uint32 spellId) const
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{
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if (sSpellMgr->AssertSpellInfo(spellId)->HasAttribute(SPELL_ATTR7_CANT_MISS))
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if (spellId && sSpellMgr->AssertSpellInfo(spellId)->HasAttribute(SPELL_ATTR7_CANT_MISS))
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return 0.f;
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// Calculate miss chance
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