allow damage from periodics to trigger auras if they're not fully resisted/absorbed

This commit is contained in:
hondacrx
2017-11-05 15:29:56 -05:00
parent facab2dce6
commit 88de69be28
+6 -4
View File
@@ -5622,11 +5622,12 @@ namespace Game.Spells
ProcFlags procAttacker = ProcFlags.DonePeriodic;
ProcFlags procVictim = ProcFlags.TakenPeriodic;
ProcFlagsHit hitMask = damageInfo.GetHitMask();
if (hitMask == 0)
hitMask = crit ? ProcFlagsHit.Critical : ProcFlagsHit.Normal;
if (damage != 0)
{
hitMask |= crit ? ProcFlagsHit.Critical : ProcFlagsHit.Normal;
procVictim |= ProcFlags.TakenDamage;
}
int overkill = (int)(damage - target.GetHealth());
if (overkill < 0)
@@ -5716,11 +5717,12 @@ namespace Game.Spells
ProcFlags procAttacker = ProcFlags.DonePeriodic;
ProcFlags procVictim = ProcFlags.TakenPeriodic;
ProcFlagsHit hitMask = damageInfo.GetHitMask();
if (hitMask == 0)
hitMask = crit ? ProcFlagsHit.Critical : ProcFlagsHit.Normal;
if (damage != 0)
{
hitMask |= crit ? ProcFlagsHit.Critical : ProcFlagsHit.Normal;
procVictim |= ProcFlags.TakenDamage;
}
if (caster.IsAlive())
caster.ProcSkillsAndAuras(target, procAttacker, procVictim, ProcFlagsSpellType.Damage, ProcFlagsSpellPhase.None, hitMask, null, damageInfo, null);