Core/Unit: fix mess-up with CalcArmorReducedDamage parameter order

Port From (https://github.com/TrinityCore/TrinityCore/commit/bf4330bfb58d5c23b651bc8397a15b10f33672b8)
This commit is contained in:
hondacrx
2021-06-22 20:46:24 -04:00
parent aae86fe4d1
commit 314607e547
2 changed files with 9 additions and 9 deletions
+1 -1
View File
@@ -3403,7 +3403,7 @@ namespace Game.Entities
// Spells with melee and magic school mask, decide whether resistance or armor absorb is higher
if (spellInfo != null && spellInfo.HasAttribute(SpellCustomAttributes.SchoolmaskNormalWithMagic))
{
uint damageAfterArmor = CalcArmorReducedDamage(attacker, victim, damage, spellInfo, WeaponAttackType.BaseAttack);
uint damageAfterArmor = CalcArmorReducedDamage(attacker, victim, damage, spellInfo, spellInfo.GetAttackType());
float armorReduction = damage - damageAfterArmor;
// pick the lower one, the weakest resistance counts