Core/Players: Corrected shield block value calculations
Port From (https://github.com/TrinityCore/TrinityCore/commit/31d3080091643d4e348ec53c5bec3caf0e17110f)
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@@ -4239,7 +4239,11 @@ namespace Game.Entities
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uint armor = proto.GetArmor(itemLevel);
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if (armor != 0)
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{
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HandleStatFlatModifier(UnitMods.Armor, UnitModifierFlatType.Base, (float)armor, apply);
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if (proto.GetClass() == ItemClass.Armor && (ItemSubClassArmor)proto.GetSubClass() == ItemSubClassArmor.Shield)
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SetUpdateFieldValue(m_values.ModifyValue(m_activePlayerData).ModifyValue(m_activePlayerData.ShieldBlock), apply ? (uint)(armor * 2.5f) : 0);
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}
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WeaponAttackType attType = GetAttackBySlot(slot, proto.GetInventoryType());
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if (attType != WeaponAttackType.Max && CanUseAttackType(attType))
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