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fix(Core/Spells): Steady Shot now deals the correct damage when using Heirloom Weapons.
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1b5c4d82db
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1f645099b6
@@ -617,17 +617,17 @@ void Spell::EffectSchoolDMG(SpellEffIndex effIndex)
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if (Player* caster = m_caster->ToPlayer())
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{
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// Add Ammo and Weapon damage plus RAP * 0.1
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if (Item* item = caster->GetWeaponForAttack(RANGED_ATTACK))
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float dmg_min = caster->GetWeaponDamageRange(RANGED_ATTACK, MINDAMAGE);
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float dmg_max = caster->GetWeaponDamageRange(RANGED_ATTACK, MAXDAMAGE);
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if (dmg_max == 0.0f && dmg_min > dmg_max)
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{
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ItemTemplate const* weaponTemplate = item->GetTemplate();
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float dmg_min = weaponTemplate->Damage[0].DamageMin;
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float dmg_max = weaponTemplate->Damage[0].DamageMax;
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if (dmg_max == 0.0f && dmg_min > dmg_max)
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damage += int32(dmg_min);
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else
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damage += irand(int32(dmg_min), int32(dmg_max));
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damage += int32(caster->GetAmmoDPS() * weaponTemplate->Delay * 0.001f);
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damage += int32(dmg_min);
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}
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else
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{
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damage += irand(int32(dmg_min), int32(dmg_max));
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}
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damage += int32(caster->GetAmmoDPS() * caster->GetAttackTime(RANGED_ATTACK) * 0.001f);
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}
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}
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break;
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