Core/Spells: Refactor Player::ApplySpellMod to take SpellInfo argument instead of just spell id
Port From (https://github.com/TrinityCore/TrinityCore/commit/624881bef5c90a91e4c59e5bf404d8775c2ca55d)
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@@ -1772,7 +1772,7 @@ namespace Game.Entities
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{
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Player modOwner = GetSpellModOwner();
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if (modOwner != null)
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modOwner.ApplySpellMod(spellProto.Id, SpellModOp.ProcPerMinute, ref PPM);
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modOwner.ApplySpellMod(spellProto, SpellModOp.ProcPerMinute, ref PPM);
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}
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return (float)Math.Floor((WeaponSpeed * PPM) / 600.0f); // result is chance in percents (probability = Speed_in_sec * (PPM / 60))
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@@ -2049,7 +2049,7 @@ namespace Game.Entities
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return MeleeHitOutcome.Evade;
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// Miss chance based on melee
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int miss_chance = (int)(MeleeSpellMissChance(victim, attType, 0) * 100.0f);
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int miss_chance = (int)(MeleeSpellMissChance(victim, attType, null) * 100.0f);
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// Critical hit chance
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int crit_chance = (int)(GetUnitCriticalChance(attType, victim) + GetTotalAuraModifier(AuraType.ModAutoAttackCritChance) * 100.0f);
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@@ -2737,7 +2737,7 @@ namespace Game.Entities
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{
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Player modOwner = GetSpellModOwner();
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if (modOwner != null)
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modOwner.ApplySpellMod(spellInfo.Id, SpellModOp.IgnoreArmor, ref armor);
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modOwner.ApplySpellMod(spellInfo, SpellModOp.IgnoreArmor, ref armor);
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}
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var resIgnoreAuras = GetAuraEffectsByType(AuraType.ModIgnoreTargetResist);
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@@ -2874,7 +2874,7 @@ namespace Game.Entities
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{
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Player modOwner = GetSpellModOwner();
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if (modOwner != null)
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modOwner.ApplySpellMod(spellProto.Id, SpellModOp.Damage, ref tmpDamage);
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modOwner.ApplySpellMod(spellProto, SpellModOp.Damage, ref tmpDamage);
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}
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// bonus result can be negative
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