Merge remote-tracking branch 'origin/3.3.5' into 4.3.4

Conflicts:
	sql/base/auth_database.sql
	src/server/game/Instances/InstanceScript.h
	src/server/scripts/Northrend/isle_of_conquest.cpp
	src/server/shared/Database/Implementation/LoginDatabase.cpp
	src/server/shared/Database/Implementation/LoginDatabase.h
This commit is contained in:
DDuarte committed 2014-10-19 00:18:06 +01:00
commit 5bf55eacfd
39 files changed
+1593 -419

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+24 -2
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@@ -3239,7 +3239,7 @@ void Unit::_UnapplyAura(AuraApplicationMap::iterator &i, AuraRemoveMode removeMo
ASSERT(!aurApp->GetEffectMask());
// Remove totem at next update if totem loses its aura
if (aurApp->GetRemoveMode() == AURA_REMOVE_BY_EXPIRE && GetTypeId() == TYPEID_UNIT && ToCreature()->IsTotem()&& ToTotem()->GetSummonerGUID() == aura->GetCasterGUID())
if (aurApp->GetRemoveMode() == AURA_REMOVE_BY_EXPIRE && GetTypeId() == TYPEID_UNIT && ToCreature()->IsTotem())
{
if (ToTotem()->GetSpell() == aura->GetId() && ToTotem()->GetTotemType() == TOTEM_PASSIVE)
ToTotem()->setDeathState(JUST_DIED);
@@ -7123,6 +7123,10 @@ bool Unit::HandleProcTriggerSpell(Unit* victim, uint32 damage, AuraEffect* trigg
if (cooldown && GetTypeId() == TYPEID_PLAYER && ToPlayer()->HasSpellCooldown(trigger_spell_id))
return false;
// extra attack should hit same target
if (triggerEntry->HasEffect(SPELL_EFFECT_ADD_EXTRA_ATTACKS))
target = victim;
// try detect target manually if not set
if (target == NULL)
target = !(procFlags & (PROC_FLAG_DONE_SPELL_MAGIC_DMG_CLASS_POS | PROC_FLAG_DONE_SPELL_NONE_DMG_CLASS_POS)) && triggerEntry && triggerEntry->IsPositive() ? this : victim;
@@ -8153,6 +8157,15 @@ int32 Unit::DealHeal(Unit* victim, uint32 addhealth)
return gain;
}
bool Unit::IsMagnet() const
{
// Grounding Totem
if (GetUInt32Value(UNIT_CREATED_BY_SPELL) == 8177) /// @todo: find a more generic solution
return true;
return false;
}
Unit* Unit::GetMagicHitRedirectTarget(Unit* victim, SpellInfo const* spellInfo)
{
// Patch 1.2 notes: Spell Reflection no longer reflects abilities
@@ -8168,7 +8181,16 @@ Unit* Unit::GetMagicHitRedirectTarget(Unit* victim, SpellInfo const* spellInfo)
&& _IsValidAttackTarget(magnet, spellInfo))
{
/// @todo handle this charge drop by proc in cast phase on explicit target
(*itr)->GetBase()->DropCharge(AURA_REMOVE_BY_EXPIRE);
if (victim && spellInfo->Speed > 0.0f)
{
// Set up missile speed based delay
uint32 delay = uint32(std::floor(std::max<float>(victim->GetDistance(this), 5.0f) / spellInfo->Speed * 1000.0f));
// Schedule charge drop
(*itr)->GetBase()->DropChargeDelayed(delay,AURA_REMOVE_BY_EXPIRE);
}
else
(*itr)->GetBase()->DropCharge(AURA_REMOVE_BY_EXPIRE);
return magnet;
}
}