Core/Spells: Refactor heal absorb code
Port From (https://github.com/TrinityCore/TrinityCore/commit/f25aceab282f1c3828015dec6af0505a82130674)
This commit is contained in:
@@ -3593,6 +3593,9 @@ namespace Game.Entities
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if (healInfo.GetHeal() == 0)
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if (healInfo.GetHeal() == 0)
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return;
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return;
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// Need remove expired auras after
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bool existExpired = false;
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// absorb without mana cost
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// absorb without mana cost
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var vHealAbsorb = healInfo.GetTarget().GetAuraEffectsByType(AuraType.SchoolHealAbsorb);
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var vHealAbsorb = healInfo.GetTarget().GetAuraEffectsByType(AuraType.SchoolHealAbsorb);
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for (var i = 0; i < vHealAbsorb.Count && healInfo.GetHeal() > 0; ++i)
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for (var i = 0; i < vHealAbsorb.Count && healInfo.GetHeal() > 0; ++i)
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@@ -3603,7 +3606,7 @@ namespace Game.Entities
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if (aurApp == null)
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if (aurApp == null)
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continue;
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continue;
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if ((absorbAurEff.GetMiscValue() & (int)healInfo.GetSchoolMask()) == 0)
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if ((absorbAurEff.GetMiscValue() & (int)healInfo.GetSpellInfo().GetSchoolMask()) == 0)
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continue;
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continue;
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// get amount which can be still absorbed by the aura
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// get amount which can be still absorbed by the aura
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@@ -3623,6 +3626,7 @@ namespace Game.Entities
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continue;
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continue;
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// currentAbsorb - damage can be absorbed by shield
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// currentAbsorb - damage can be absorbed by shield
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// If need absorb less damage
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currentAbsorb = (int)Math.Min(healInfo.GetHeal(), currentAbsorb);
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currentAbsorb = (int)Math.Min(healInfo.GetHeal(), currentAbsorb);
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healInfo.AbsorbHeal((uint)currentAbsorb);
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healInfo.AbsorbHeal((uint)currentAbsorb);
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@@ -3630,16 +3634,31 @@ namespace Game.Entities
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tempAbsorb = (uint)currentAbsorb;
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tempAbsorb = (uint)currentAbsorb;
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absorbAurEff.GetBase().CallScriptEffectAfterAbsorbHandlers(absorbAurEff, aurApp, healInfo, ref tempAbsorb);
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absorbAurEff.GetBase().CallScriptEffectAfterAbsorbHandlers(absorbAurEff, aurApp, healInfo, ref tempAbsorb);
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// Reduce shield amount
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// Check if our aura is using amount to count heal
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absorbAurEff.ChangeAmount(absorbAurEff.GetAmount() - currentAbsorb);
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// Check if our aura is using amount to count damage
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if (absorbAurEff.GetAmount() >= 0)
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if (absorbAurEff.GetAmount() >= 0)
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{
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{
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// Reduce shield amount
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// Reduce shield amount
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absorbAurEff.ChangeAmount(absorbAurEff.GetAmount() - currentAbsorb);
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absorbAurEff.ChangeAmount(absorbAurEff.GetAmount() - currentAbsorb);
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// Aura cannot absorb anything more - remove it
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// Aura cannot absorb anything more - remove it
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if (absorbAurEff.GetAmount() <= 0)
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if (absorbAurEff.GetAmount() <= 0)
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absorbAurEff.GetBase().Remove(AuraRemoveMode.EnemySpell);
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existExpired = true;
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}
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}
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// Remove all expired absorb auras
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if (existExpired)
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{
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for (var i = 0; i < vHealAbsorb.Count;)
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{
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AuraEffect auraEff = vHealAbsorb[i];
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++i;
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if (auraEff.GetAmount() <= 0)
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{
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uint removedAuras = healInfo.GetTarget().m_removedAurasCount;
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auraEff.GetBase().Remove(AuraRemoveMode.EnemySpell);
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if (removedAuras + 1 < healInfo.GetTarget().m_removedAurasCount)
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i = 0;
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}
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}
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}
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}
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}
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}
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}
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@@ -1559,16 +1559,16 @@ namespace Game.Scripting
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// where function is: void function (AuraEffect aurEff, DamageInfo& dmgInfo, uint& absorbAmount);
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// where function is: void function (AuraEffect aurEff, DamageInfo& dmgInfo, uint& absorbAmount);
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public List<EffectAbsorbHandler> OnEffectAbsorb = new();
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public List<EffectAbsorbHandler> OnEffectAbsorb = new();
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// executed when absorb aura effect is going to reduce damage
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// example: OnEffectAbsorbHeal += AuraEffectAbsorbHealFn(class::function, EffectIndexSpecifier);
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// where function is: void function (AuraEffect const* aurEff, HealInfo& healInfo, uint32& absorbAmount);
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public List<EffectAbsorbHealHandler> OnEffectAbsorbHeal = new();
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// executed after absorb aura effect reduced damage to target - absorbAmount is real amount absorbed by aura
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// executed after absorb aura effect reduced damage to target - absorbAmount is real amount absorbed by aura
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// example: AfterEffectAbsorb += AuraEffectAbsorbFn(class.function, EffectIndexSpecifier);
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// example: AfterEffectAbsorb += AuraEffectAbsorbFn(class.function, EffectIndexSpecifier);
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// where function is: void function (AuraEffect aurEff, DamageInfo& dmgInfo, uint& absorbAmount);
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// where function is: void function (AuraEffect aurEff, DamageInfo& dmgInfo, uint& absorbAmount);
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public List<EffectAbsorbHandler> AfterEffectAbsorb = new();
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public List<EffectAbsorbHandler> AfterEffectAbsorb = new();
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// executed when absorb aura effect is going to reduce damage
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// example: OnEffectAbsorbHeal += AuraEffectAbsorbHealFn(class::function, EffectIndexSpecifier);
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// where function is: void function (AuraEffect const* aurEff, HealInfo& healInfo, uint32& absorbAmount);
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public List<EffectAbsorbHealHandler> OnEffectAbsorbHeal = new();
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// executed after absorb aura effect reduced heal to target - absorbAmount is real amount absorbed by aura
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// executed after absorb aura effect reduced heal to target - absorbAmount is real amount absorbed by aura
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// example: AfterEffectAbsorbHeal += AuraEffectAbsorbHealFn(class::function, EffectIndexSpecifier);
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// example: AfterEffectAbsorbHeal += AuraEffectAbsorbHealFn(class::function, EffectIndexSpecifier);
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// where function is: void function (AuraEffect* aurEff, HealInfo& healInfo, uint32& absorbAmount);
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// where function is: void function (AuraEffect* aurEff, HealInfo& healInfo, uint32& absorbAmount);
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@@ -401,6 +401,16 @@ namespace Game.Spells
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}
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}
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}
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}
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public virtual void Dispose()
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{
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// unload scripts
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foreach (var itr in m_loadedScripts.ToList())
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itr._Unload();
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Cypher.Assert(m_applications.Empty());
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_DeleteRemovedApplications();
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}
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public Unit GetCaster()
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public Unit GetCaster()
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{
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{
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if (m_owner.GetGUID() == m_casterGuid)
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if (m_owner.GetGUID() == m_casterGuid)
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@@ -2141,20 +2151,6 @@ namespace Game.Spells
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}
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}
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}
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}
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public void CallScriptEffectAbsorbHandlers(AuraEffect aurEff, AuraApplication aurApp, HealInfo healInfo, ref uint absorbAmount, ref bool defaultPrevented)
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{
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foreach (var auraScript in m_loadedScripts)
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{
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auraScript._PrepareScriptCall(AuraScriptHookType.EffectAbsorb, aurApp);
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foreach (var eff in auraScript.OnEffectAbsorbHeal)
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if (eff.IsEffectAffected(m_spellInfo, aurEff.GetEffIndex()))
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eff.Call(aurEff, healInfo, ref absorbAmount);
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defaultPrevented = auraScript._IsDefaultActionPrevented();
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auraScript._FinishScriptCall();
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}
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}
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public void CallScriptEffectAfterAbsorbHandlers(AuraEffect aurEff, AuraApplication aurApp, DamageInfo dmgInfo, ref uint absorbAmount)
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public void CallScriptEffectAfterAbsorbHandlers(AuraEffect aurEff, AuraApplication aurApp, DamageInfo dmgInfo, ref uint absorbAmount)
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{
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{
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foreach (var auraScript in m_loadedScripts)
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foreach (var auraScript in m_loadedScripts)
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@@ -2169,6 +2165,20 @@ namespace Game.Spells
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}
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}
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}
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}
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public void CallScriptEffectAbsorbHandlers(AuraEffect aurEff, AuraApplication aurApp, HealInfo healInfo, ref uint absorbAmount, ref bool defaultPrevented)
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{
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foreach (var auraScript in m_loadedScripts)
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{
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auraScript._PrepareScriptCall(AuraScriptHookType.EffectAbsorb, aurApp);
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foreach (var eff in auraScript.OnEffectAbsorbHeal)
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if (eff.IsEffectAffected(m_spellInfo, aurEff.GetEffIndex()))
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eff.Call(aurEff, healInfo, ref absorbAmount);
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defaultPrevented = auraScript._IsDefaultActionPrevented();
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auraScript._FinishScriptCall();
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}
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}
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public void CallScriptEffectAfterAbsorbHandlers(AuraEffect aurEff, AuraApplication aurApp, HealInfo healInfo, ref uint absorbAmount)
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public void CallScriptEffectAfterAbsorbHandlers(AuraEffect aurEff, AuraApplication aurApp, HealInfo healInfo, ref uint absorbAmount)
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{
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{
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foreach (var auraScript in m_loadedScripts)
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foreach (var auraScript in m_loadedScripts)
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