Core/Units: moved melee attack rage generation into Unit::AttackerStateUpdate and send the generated rage in combat log packet instead of power update packets
Port From (https://github.com/TrinityCore/TrinityCore/commit/aefcd2fac7bb8b1a29a3d346f79bf02d1d5efc4a)
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@@ -236,7 +236,7 @@ namespace Game.Chat
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{
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Unit.DealDamage(attacker, target, damage, null, DamageEffectType.Direct, SpellSchoolMask.Normal, null, false);
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if (target != attacker)
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attacker.SendAttackStateUpdate(HitInfo.AffectsVictim, target, SpellSchoolMask.Normal, damage, 0, 0, VictimState.Hit, 0);
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attacker.SendAttackStateUpdate(HitInfo.AffectsVictim, target, SpellSchoolMask.Normal, damage, 0, 0, VictimState.Hit, 0, 0);
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return true;
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}
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@@ -260,7 +260,7 @@ namespace Game.Chat
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uint resist = dmgInfo.GetResist();
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Unit.DealDamageMods(attacker, target, ref damage, ref absorb);
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Unit.DealDamage(attacker, target, damage, null, DamageEffectType.Direct, schoolmask, null, false);
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attacker.SendAttackStateUpdate(HitInfo.AffectsVictim, target, schoolmask, damage, absorb, resist, VictimState.Hit, 0);
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attacker.SendAttackStateUpdate(HitInfo.AffectsVictim, target, schoolmask, damage, absorb, resist, VictimState.Hit, 0, 0);
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return true;
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}
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