Core/Spell: restore old proc system behaviour on auras self proc.
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@@ -1881,7 +1881,7 @@ namespace Game.Spells
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m_spellAura = null;
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//Spells with this flag cannot trigger if effect is cast on self
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bool canEffectTrigger = !m_spellInfo.HasAttribute(SpellAttr3.CantTriggerProc) && (CanExecuteTriggersOnHit(mask) || missInfo == SpellMissInfo.Immune || missInfo == SpellMissInfo.Immune2);
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bool canEffectTrigger = !m_spellInfo.HasAttribute(SpellAttr3.CantTriggerProc) && unitTarget.CanProc() && (CanExecuteTriggersOnHit(mask) || missInfo == SpellMissInfo.Immune || missInfo == SpellMissInfo.Immune2);
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Unit spellHitTarget = null;
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@@ -7008,12 +7008,10 @@ namespace Game.Spells
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int auraBaseAmount = aurEff.GetBaseAmount();
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// proc chance is stored in effect amount
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int chance = m_caster.CalculateSpellDamage(null, aurEff.GetSpellInfo(), aurEff.GetEffIndex(), auraBaseAmount);
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chance *= aurEff.GetBase().GetStackAmount();
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// build trigger and add to the list
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HitTriggerSpell spellTriggerInfo;
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spellTriggerInfo.triggeredSpell = spellInfo;
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spellTriggerInfo.triggeredByAura = aurEff.GetSpellInfo();
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spellTriggerInfo.chance = chance * aurEff.GetBase().GetStackAmount();
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m_hitTriggerSpells.Add(spellTriggerInfo);
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m_hitTriggerSpells.Add(new HitTriggerSpell(spellInfo, aurEff.GetSpellInfo(), chance));
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}
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}
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}
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@@ -7133,6 +7131,7 @@ namespace Game.Spells
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}
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public bool IsTriggered() { return _triggeredCastFlags.HasAnyFlag(TriggerCastFlags.FullMask); }
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public bool IsTriggeredByAura(SpellInfo auraSpellInfo) { return (auraSpellInfo == m_triggeredByAuraSpell); }
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public bool IsIgnoringCooldowns() { return _triggeredCastFlags.HasAnyFlag(TriggerCastFlags.IgnoreSpellAndCategoryCD); }
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public bool IsProcDisabled() { return _triggeredCastFlags.HasAnyFlag(TriggerCastFlags.DisallowProcEvents); }
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public bool IsChannelActive() { return m_caster.GetChannelSpellId() != 0; }
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@@ -7382,6 +7381,13 @@ namespace Game.Spells
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public struct HitTriggerSpell
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{
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public HitTriggerSpell(SpellInfo spellInfo, SpellInfo auraSpellInfo, int procChance)
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{
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triggeredSpell = spellInfo;
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triggeredByAura = auraSpellInfo;
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chance = procChance;
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}
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public SpellInfo triggeredSpell;
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public SpellInfo triggeredByAura;
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// ubyte triggeredByEffIdx This might be needed at a later stage - No need known for now
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