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fix(Core/Spells): Fixed work of sobering spells and other improvements for drunk system (#18390)
* fix(Core/Spells): Fix sobering spells and possible uint8 overflow/underflow in SPELL_EFFECT_INEBRIATE handler. * fix(Core/Spells): Improvements for SPELL_AURA_MOD_FAKE_INEBRIATE handling
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@@ -4474,17 +4474,25 @@ void Spell::EffectInebriate(SpellEffIndex /*effIndex*/)
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}
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uint8 currentDrunk = player->GetDrunkValue();
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uint8 drunkMod = damage;
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if (currentDrunk + drunkMod > 100)
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{
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int32 drunkMod = damage;
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if (drunkMod == 0)
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return;
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// drunkMod may contain values that are guaranteed to cause uint8 overflow/underflow (examples: 29690, 46874)
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// In addition, we would not want currentDrunk to become more than 100.
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// So before adding the values, let's check that everything is fine.
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if (drunkMod > 0 && drunkMod > static_cast<int32>(100 - currentDrunk))
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currentDrunk = 100;
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if (rand_chance() < 25.0f)
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player->CastSpell(player, 67468, false); // Drunken Vomit
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}
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else if (drunkMod < 0 && drunkMod < static_cast<int32>(0 - currentDrunk))
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currentDrunk = 0;
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else
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currentDrunk += drunkMod;
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currentDrunk += drunkMod; // Due to previous checks we can be sure that currentDrunk will not go beyond [0-100] range.
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player->SetDrunkValue(currentDrunk, m_CastItem ? m_CastItem->GetEntry() : 0);
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if (currentDrunk == 100 && roll_chance_i(25))
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player->CastSpell(player, 67468, false); // Drunken Vomit
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}
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void Spell::EffectFeedPet(SpellEffIndex effIndex)
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