Core/Spells: fix SPELLMOD_DAMAGE application order for melee spells
Port From (https://github.com/TrinityCore/TrinityCore/commit/d34292534c197887cd33c15ff98ca8c96dc4fb99)
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@@ -3809,9 +3809,9 @@ namespace Game.Entities
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return Math.Max((uint)(damage * (1.0f - mitigation)), 0);
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}
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public uint MeleeDamageBonusDone(Unit victim, uint pdamage, WeaponAttackType attType, DamageEffectType damagetype, SpellInfo spellProto = null, SpellSchoolMask damageSchoolMask = SpellSchoolMask.Normal)
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public uint MeleeDamageBonusDone(Unit victim, uint damage, WeaponAttackType attType, DamageEffectType damagetype, SpellInfo spellProto = null, SpellSchoolMask damageSchoolMask = SpellSchoolMask.Normal)
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{
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if (victim == null || pdamage == 0)
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if (victim == null || damage == 0)
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return 0;
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uint creatureTypeMask = victim.GetCreatureTypeMask();
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@@ -3898,23 +3898,20 @@ namespace Game.Entities
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if (spellProto != null)
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MathFunctions.AddPct(ref DoneTotalMod, GetTotalAuraModifierByMiscValue(AuraType.ModDamageDoneForMechanic, (int)spellProto.Mechanic));
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float tmpDamage = (pdamage + DoneFlatBenefit) * DoneTotalMod;
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float damageF = damage;
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// apply spellmod to Done damage
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if (spellProto != null)
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{
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Player modOwner = GetSpellModOwner();
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if (modOwner != null)
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{
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if (damagetype == DamageEffectType.DOT)
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modOwner.ApplySpellMod(spellProto, SpellModOp.PeriodicHealingAndDamage, ref tmpDamage);
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else
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modOwner.ApplySpellMod(spellProto, SpellModOp.HealingAndDamage, ref tmpDamage);
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}
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modOwner.ApplySpellMod(spellProto, damagetype == DamageEffectType.DOT ? SpellModOp.PeriodicHealingAndDamage : SpellModOp.HealingAndDamage, ref damageF);
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}
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damageF = (damageF + DoneFlatBenefit) * DoneTotalMod;
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// bonus result can be negative
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return (uint)Math.Max(tmpDamage, 0.0f);
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return (uint)Math.Max(damageF, 0.0f);
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}
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public uint MeleeDamageBonusTaken(Unit attacker, uint pdamage, WeaponAttackType attType, DamageEffectType damagetype, SpellInfo spellProto = null, SpellSchoolMask damageSchoolMask = SpellSchoolMask.Normal)
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@@ -2441,9 +2441,8 @@ namespace Game.Spells
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// multiple weapon dmg effect workaround
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// execute only the last weapon damage
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// and handle all effects at once
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for (var i = effIndex + 1; i < SpellConst.MaxEffects; ++i)
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foreach (SpellEffectInfo effect in m_spellInfo.GetEffects())
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{
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var effect = m_spellInfo.GetEffect(i);
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if (effect == null)
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continue;
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@@ -2631,12 +2630,11 @@ namespace Game.Spells
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weaponDamage = (uint)(weaponDamage * totalDamagePercentMod);
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// prevent negative damage
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uint eff_damage = Math.Max(weaponDamage, 0);
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weaponDamage = Math.Max(weaponDamage, 0);
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// Add melee damage bonuses (also check for negative)
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uint damage = m_caster.MeleeDamageBonusDone(unitTarget, eff_damage, m_attackType, DamageEffectType.Direct, m_spellInfo);
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m_damage += (int)unitTarget.MeleeDamageBonusTaken(m_caster, damage, m_attackType, DamageEffectType.SpellDirect, m_spellInfo);
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weaponDamage = m_caster.MeleeDamageBonusDone(unitTarget, weaponDamage, m_attackType, DamageEffectType.SpellDirect, m_spellInfo);
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m_damage += (int)unitTarget.MeleeDamageBonusTaken(m_caster, weaponDamage, m_attackType, DamageEffectType.SpellDirect, m_spellInfo);
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}
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[SpellEffectHandler(SpellEffectName.Threat)]
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