allow damage from periodics to trigger auras if they're not fully resisted/absorbed
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@@ -5622,11 +5622,12 @@ namespace Game.Spells
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ProcFlags procAttacker = ProcFlags.DonePeriodic;
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ProcFlags procAttacker = ProcFlags.DonePeriodic;
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ProcFlags procVictim = ProcFlags.TakenPeriodic;
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ProcFlags procVictim = ProcFlags.TakenPeriodic;
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ProcFlagsHit hitMask = damageInfo.GetHitMask();
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ProcFlagsHit hitMask = damageInfo.GetHitMask();
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if (hitMask == 0)
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hitMask = crit ? ProcFlagsHit.Critical : ProcFlagsHit.Normal;
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if (damage != 0)
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if (damage != 0)
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{
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hitMask |= crit ? ProcFlagsHit.Critical : ProcFlagsHit.Normal;
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procVictim |= ProcFlags.TakenDamage;
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procVictim |= ProcFlags.TakenDamage;
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}
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int overkill = (int)(damage - target.GetHealth());
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int overkill = (int)(damage - target.GetHealth());
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if (overkill < 0)
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if (overkill < 0)
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@@ -5716,11 +5717,12 @@ namespace Game.Spells
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ProcFlags procAttacker = ProcFlags.DonePeriodic;
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ProcFlags procAttacker = ProcFlags.DonePeriodic;
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ProcFlags procVictim = ProcFlags.TakenPeriodic;
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ProcFlags procVictim = ProcFlags.TakenPeriodic;
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ProcFlagsHit hitMask = damageInfo.GetHitMask();
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ProcFlagsHit hitMask = damageInfo.GetHitMask();
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if (hitMask == 0)
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hitMask = crit ? ProcFlagsHit.Critical : ProcFlagsHit.Normal;
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if (damage != 0)
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if (damage != 0)
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{
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hitMask |= crit ? ProcFlagsHit.Critical : ProcFlagsHit.Normal;
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procVictim |= ProcFlags.TakenDamage;
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procVictim |= ProcFlags.TakenDamage;
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}
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if (caster.IsAlive())
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if (caster.IsAlive())
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caster.ProcSkillsAndAuras(target, procAttacker, procVictim, ProcFlagsSpellType.Damage, ProcFlagsSpellPhase.None, hitMask, null, damageInfo, null);
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caster.ProcSkillsAndAuras(target, procAttacker, procVictim, ProcFlagsSpellType.Damage, ProcFlagsSpellPhase.None, hitMask, null, damageInfo, null);
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