Core/Spells: Load entire proc flags array from db2
Port From (https://github.com/TrinityCore/TrinityCore/commit/3844c79adb749432b0f41b9b1aecde7287b9f765)
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@@ -1419,28 +1419,28 @@ namespace Game.Entities
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return false;
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}
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public static void ProcSkillsAndAuras(Unit actor, Unit actionTarget, ProcFlags typeMaskActor, ProcFlags typeMaskActionTarget, ProcFlagsSpellType spellTypeMask, ProcFlagsSpellPhase spellPhaseMask, ProcFlagsHit hitMask, Spell spell, DamageInfo damageInfo, HealInfo healInfo)
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public static void ProcSkillsAndAuras(Unit actor, Unit actionTarget, ProcFlagsInit typeMaskActor, ProcFlagsInit typeMaskActionTarget, ProcFlagsSpellType spellTypeMask, ProcFlagsSpellPhase spellPhaseMask, ProcFlagsHit hitMask, Spell spell, DamageInfo damageInfo, HealInfo healInfo)
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{
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WeaponAttackType attType = damageInfo != null ? damageInfo.GetAttackType() : WeaponAttackType.BaseAttack;
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if (typeMaskActor != 0 && actor != null)
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if (typeMaskActor && actor != null)
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actor.ProcSkillsAndReactives(false, actionTarget, typeMaskActor, hitMask, attType);
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if (typeMaskActionTarget != 0 && actionTarget)
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if (typeMaskActionTarget && actionTarget)
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actionTarget.ProcSkillsAndReactives(true, actor, typeMaskActionTarget, hitMask, attType);
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if (actor != null)
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actor.TriggerAurasProcOnEvent(null, null, actionTarget, typeMaskActor, typeMaskActionTarget, spellTypeMask, spellPhaseMask, hitMask, spell, damageInfo, healInfo);
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}
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void ProcSkillsAndReactives(bool isVictim, Unit procTarget, ProcFlags typeMask, ProcFlagsHit hitMask, WeaponAttackType attType)
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void ProcSkillsAndReactives(bool isVictim, Unit procTarget, ProcFlagsInit typeMask, ProcFlagsHit hitMask, WeaponAttackType attType)
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{
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// Player is loaded now - do not allow passive spell casts to proc
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if (IsPlayer() && ToPlayer().GetSession().PlayerLoading())
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return;
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// For melee/ranged based attack need update skills and set some Aura states if victim present
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if (typeMask.HasAnyFlag(ProcFlags.MeleeBasedTriggerMask) && procTarget)
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if (typeMask.HasFlag(ProcFlags.MeleeBasedTriggerMask) && procTarget)
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{
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// If exist crit/parry/dodge/block need update aura state (for victim and attacker)
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if (hitMask.HasAnyFlag(ProcFlagsHit.Critical | ProcFlagsHit.Parry | ProcFlagsHit.Dodge | ProcFlagsHit.Block))
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@@ -1508,12 +1508,12 @@ namespace Game.Entities
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}
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}
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void TriggerAurasProcOnEvent(List<AuraApplication> myProcAuras, List<AuraApplication> targetProcAuras, Unit actionTarget, ProcFlags typeMaskActor, ProcFlags typeMaskActionTarget, ProcFlagsSpellType spellTypeMask, ProcFlagsSpellPhase spellPhaseMask, ProcFlagsHit hitMask, Spell spell, DamageInfo damageInfo, HealInfo healInfo)
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void TriggerAurasProcOnEvent(List<AuraApplication> myProcAuras, List<AuraApplication> targetProcAuras, Unit actionTarget, ProcFlagsInit typeMaskActor, ProcFlagsInit typeMaskActionTarget, ProcFlagsSpellType spellTypeMask, ProcFlagsSpellPhase spellPhaseMask, ProcFlagsHit hitMask, Spell spell, DamageInfo damageInfo, HealInfo healInfo)
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{
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// prepare data for self trigger
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ProcEventInfo myProcEventInfo = new(this, actionTarget, actionTarget, typeMaskActor, spellTypeMask, spellPhaseMask, hitMask, spell, damageInfo, healInfo);
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List<Tuple<uint, AuraApplication>> myAurasTriggeringProc = new();
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if (typeMaskActor != 0)
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if (typeMaskActor)
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{
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GetProcAurasTriggeredOnEvent(myAurasTriggeringProc, myProcAuras, myProcEventInfo);
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@@ -1537,12 +1537,12 @@ namespace Game.Entities
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// prepare data for target trigger
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ProcEventInfo targetProcEventInfo = new(this, actionTarget, this, typeMaskActionTarget, spellTypeMask, spellPhaseMask, hitMask, spell, damageInfo, healInfo);
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List<Tuple<uint, AuraApplication>> targetAurasTriggeringProc = new();
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if (typeMaskActionTarget != 0 && actionTarget)
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if (typeMaskActionTarget && actionTarget)
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actionTarget.GetProcAurasTriggeredOnEvent(targetAurasTriggeringProc, targetProcAuras, targetProcEventInfo);
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TriggerAurasProcOnEvent(myProcEventInfo, myAurasTriggeringProc);
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if (typeMaskActionTarget != 0 && actionTarget)
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if (typeMaskActionTarget && actionTarget)
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actionTarget.TriggerAurasProcOnEvent(targetProcEventInfo, targetAurasTriggeringProc);
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}
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