*Remove hack for Divine Storm from Unit::DealDamage
*"Zip" some data in SpellMgr::LoadSpellCustomAttr *Add MaxAffectedTargets for Divine storm heal effect *Move Divine Storm to correct spellfamily switch-case block in Spell::EffectDummy *Some ordering fixes of case blocks in Spell::EffectDummy --HG-- branch : trunk
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@@ -562,23 +562,6 @@ void Unit::DealDamageMods(Unit *pVictim, uint32 &damage, uint32* absorb)
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uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDamage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask, SpellEntry const *spellProto, bool durabilityLoss)
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{
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// if attacker is a player and spell is not empty/fail
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if (GetTypeId() == TYPEID_PLAYER && spellProto)
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{
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// on divine storm dealed damage - heal
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if (spellProto->SpellFamilyName == SPELLFAMILY_PALADIN && spellProto->SpellFamilyFlags[1] & 0x20000)
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{
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Unit *pRaidGrpMember = GetNextRandomRaidMemberOrPet(30.0f);
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int32 divineDmg = damage * (25 + (HasAura(63220) ? 15 : 0)) / 100; //25%, if has Glyph of Divine Storm -> 40%
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if (!pRaidGrpMember)
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pRaidGrpMember = this;
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CastCustomSpell(pRaidGrpMember, 54172, &divineDmg, 0, 0, true);
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}
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}
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if (pVictim->GetTypeId() == TYPEID_UNIT && pVictim->ToCreature()->IsAIEnabled)
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pVictim->ToCreature()->AI()->DamageTaken(this, damage);
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