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fix(Core/Spell): make use of SPELL_ATTR3_IGNORE_PROC_SUBCLASS_MASK (#5005)
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@@ -2131,34 +2131,42 @@ bool Aura::IsProcTriggeredOnEvent(AuraApplication* aurApp, ProcEventInfo& eventI
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// do that only for passive spells
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// TODO: this needs to be unified for all kinds of auras
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Unit* target = aurApp->GetTarget();
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if (IsPassive() && target->GetTypeId() == TYPEID_PLAYER)
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if (IsPassive() && target->GetTypeId() == TYPEID_PLAYER && GetSpellInfo()->EquippedItemClass != -1)
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{
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if (GetSpellInfo()->EquippedItemClass == ITEM_CLASS_WEAPON)
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if (!GetSpellInfo()->HasAttribute(SPELL_ATTR3_IGNORE_PROC_SUBCLASS_MASK))
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{
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if (target->ToPlayer()->IsInFeralForm())
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return false;
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if (eventInfo.GetDamageInfo())
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Item* item = nullptr;
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if (GetSpellInfo()->EquippedItemClass == ITEM_CLASS_WEAPON)
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{
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WeaponAttackType attType = eventInfo.GetDamageInfo()->GetAttackType();
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Item* item = nullptr;
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if (attType == BASE_ATTACK)
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item = target->ToPlayer()->GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
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else if (attType == OFF_ATTACK)
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item = target->ToPlayer()->GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
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else
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item = target->ToPlayer()->GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED);
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if (!item || item->IsBroken() || item->GetTemplate()->Class != ITEM_CLASS_WEAPON || !((1 << item->GetTemplate()->SubClass) & GetSpellInfo()->EquippedItemSubClassMask))
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if (target->ToPlayer()->IsInFeralForm())
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return false;
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if (DamageInfo const* damageInfo = eventInfo.GetDamageInfo())
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{
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switch (damageInfo->GetAttackType())
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{
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case BASE_ATTACK:
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item = target->ToPlayer()->GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND);
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break;
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case OFF_ATTACK:
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item = target->ToPlayer()->GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
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break;
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default:
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item = target->ToPlayer()->GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED);
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break;
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}
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}
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}
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else if (GetSpellInfo()->EquippedItemClass == ITEM_CLASS_ARMOR)
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{
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// Check if player is wearing shield
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item = target->ToPlayer()->GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
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}
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if (!item || item->IsBroken() || !item->IsFitToSpellRequirements(GetSpellInfo()))
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{
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return 0;
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}
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}
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else if (GetSpellInfo()->EquippedItemClass == ITEM_CLASS_ARMOR)
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{
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// Check if player is wearing shield
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Item* item = target->ToPlayer()->GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
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if (!item || item->IsBroken() || item->GetTemplate()->Class != ITEM_CLASS_ARMOR || !((1 << item->GetTemplate()->SubClass) & GetSpellInfo()->EquippedItemSubClassMask))
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return false;
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}
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}
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