Fixes ProcChance always being a 0
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@@ -2051,6 +2051,7 @@ namespace Framework.Constants
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HitTarget
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}
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[Flags]
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public enum ProcFlags
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{
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None = 0x0,
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@@ -165,7 +165,7 @@ namespace Game.DataStorage
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public uint ProcTypeMask;
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public uint ProcCategoryRecovery;
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public ushort CumulativeAura;
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public byte SpellProcsPerMinuteID;
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public ushort SpellProcsPerMinuteID;
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public byte DifficultyID;
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public byte ProcChance;
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}
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@@ -1920,13 +1920,14 @@ namespace Game.Entities
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CalcAbsorbResist(dmgInfo);
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damageInfo.absorb = dmgInfo.GetAbsorb();
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damageInfo.resist = dmgInfo.GetResist();
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damageInfo.damage = dmgInfo.GetDamage();
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if (damageInfo.absorb != 0)
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damageInfo.HitInfo |= (damageInfo.damage - damageInfo.absorb == 0 ? HitInfo.FullAbsorb : HitInfo.PartialAbsorb);
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if (damageInfo.resist != 0)
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damageInfo.HitInfo |= (damageInfo.damage - damageInfo.resist == 0 ? HitInfo.FullResist : HitInfo.PartialResist);
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damageInfo.damage = dmgInfo.GetDamage();
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}
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else // Impossible get negative result but....
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damageInfo.damage = 0;
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