Ensure that all actions are compared to fixed point in time (ie. world update start)
Port From (https://github.com/TrinityCore/TrinityCore/commit/60663d1374beef3103f4787152654034fa4a8897)
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@@ -1104,7 +1104,7 @@ namespace Game.Entities
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{
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// Part of Evade mechanics. DoT's and Thorns / Retribution Aura do not contribute to this
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if (damagetype != DamageEffectType.DOT && damage > 0 && !victim.GetOwnerGUID().IsPlayer() && (spellProto == null || !spellProto.HasAura(GetMap().GetDifficultyID(), AuraType.DamageShield)))
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victim.ToCreature().SetLastDamagedTime(Global.WorldMgr.GetGameTime() + SharedConst.MaxAggroResetTime);
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victim.ToCreature().SetLastDamagedTime(GameTime.GetGameTime() + SharedConst.MaxAggroResetTime);
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victim.AddThreat(this, damage, damageSchoolMask, spellProto);
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}
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@@ -1809,7 +1809,7 @@ namespace Game.Entities
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void GetProcAurasTriggeredOnEvent(List<Tuple<uint, AuraApplication>> aurasTriggeringProc, List<AuraApplication> procAuras, ProcEventInfo eventInfo)
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{
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DateTime now = DateTime.Now;
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DateTime now = GameTime.GetGameTimeSteadyPoint();
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// use provided list of auras which can proc
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if (procAuras != null)
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@@ -2788,7 +2788,7 @@ namespace Game.Entities
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// Remember time after last aura from group removed
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if (diminish.Stack == 0)
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diminish.HitTime = Time.GetMSTime();
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diminish.HitTime = GameTime.GetGameTimeMS();
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}
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}
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