Core/Spells: change spell bonus damage taken pdamage to float to match melee damage bonus taken
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@@ -10875,7 +10875,7 @@ uint32 Unit::SpellDamageBonusTaken(Unit* caster, SpellInfo const* spellProto, ui
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TakenTotal+= int32(TakenAdvertisedBenefit * coeff * factorMod);
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}
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float tmpDamage = (int32(pdamage) + TakenTotal) * TakenTotalMod;
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float tmpDamage = (float(pdamage) + TakenTotal) * TakenTotalMod;
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return uint32(std::max(tmpDamage, 0.0f));
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}
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