Core/Auras: Update aura type to its new meaning

Port From (https://github.com/TrinityCore/TrinityCore/commit/5d73b7ac9e4167b32fbe73341211e4a7dcd084c4)
This commit is contained in:
hondacrx
2019-12-02 14:18:12 -05:00
parent dcdc3949ad
commit 013933d7f5
3 changed files with 2 additions and 24 deletions
-9
View File
@@ -1107,15 +1107,6 @@ namespace Game.Entities
float attPowerMod = GetModifierValue(unitMod, UnitModifierType.TotalValue);
float attPowerMultiplier = GetModifierValue(unitMod, UnitModifierType.TotalPCT) - 1.0f;
//add dynamic flat mods
if (!ranged)
{
var mAPbyArmor = GetAuraEffectsByType(AuraType.ModAttackPowerOfArmor);
foreach (var iter in mAPbyArmor)
// always: ((*i).GetModifier().m_miscvalue == 1 == SPELL_SCHOOL_MASK_NORMAL)
attPowerMod += (int)(GetArmor() / iter.GetAmount());
}
if (ranged)
{
SetRangedAttackPower((int)base_attPower);