Core/Spells: proc spells after damage apply, not before.

This commit is contained in:
hondacrx
2018-03-11 14:55:45 -04:00
parent 2e6f6e1fef
commit b08f686ac5
2 changed files with 8 additions and 8 deletions
+2 -2
View File
@@ -585,11 +585,11 @@ namespace Game.Entities
DealDamageMods(victim, ref damageInfo.damage, ref damageInfo.absorb);
SendAttackStateUpdate(damageInfo);
DealMeleeDamage(damageInfo, true);
DamageInfo dmgInfo = new DamageInfo(damageInfo);
ProcSkillsAndAuras(damageInfo.target, damageInfo.procAttacker, damageInfo.procVictim, ProcFlagsSpellType.None, ProcFlagsSpellPhase.None, dmgInfo.GetHitMask(), null, dmgInfo, null);
DealMeleeDamage(damageInfo, true);
if (IsTypeId(TypeId.Player))
Log.outDebug(LogFilter.Unit, "AttackerStateUpdate: (Player) {0} attacked {1} (TypeId: {2}) for {3} dmg, absorbed {4}, blocked {5}, resisted {6}.",
GetGUID().ToString(), victim.GetGUID().ToString(), victim.GetTypeId(), damageInfo.damage, damageInfo.absorb, damageInfo.blocked_amount, damageInfo.resist);