Core/Unit: fix mess-up with CalcArmorReducedDamage parameter order
Port From (https://github.com/TrinityCore/TrinityCore/commit/bf4330bfb58d5c23b651bc8397a15b10f33672b8)
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@@ -3403,7 +3403,7 @@ namespace Game.Entities
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// Spells with melee and magic school mask, decide whether resistance or armor absorb is higher
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if (spellInfo != null && spellInfo.HasAttribute(SpellCustomAttributes.SchoolmaskNormalWithMagic))
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{
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uint damageAfterArmor = CalcArmorReducedDamage(attacker, victim, damage, spellInfo, WeaponAttackType.BaseAttack);
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uint damageAfterArmor = CalcArmorReducedDamage(attacker, victim, damage, spellInfo, spellInfo.GetAttackType());
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float armorReduction = damage - damageAfterArmor;
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// pick the lower one, the weakest resistance counts
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