fix(Core/Spells): Deep Wounds can proc off from non-physical spells. (#13494)

Fixes #13431
This commit is contained in:
UltraNix
2022-10-23 21:51:47 +02:00
committed by GitHub
parent 2dddc09142
commit e2b866dea3

View File

@@ -17464,10 +17464,16 @@ bool Unit::IsTriggeredAtSpellProcEvent(Unit* victim, Aura* aura, WeaponAttackTyp
// Xinef: additional check for player auras - only player spells can trigger player proc auras
// Xinef: skip victim auras
// Excluded player shoot spells
if (!isVictim && GetTypeId() == TYPEID_PLAYER) //spellProto->SpellFamilyName != SPELLFAMILY_GENERIC)
if (!(EventProcFlag & (PROC_FLAG_KILL | PROC_FLAG_DEATH)) && procSpell && procSpell->SpellFamilyName == SPELLFAMILY_GENERIC && procSpell->GetCategory() != 76 &&
// Excluded player item spells
if (!isVictim && IsPlayer() && !(EventProcFlag & (PROC_FLAG_KILL | PROC_FLAG_DEATH)))
{
if (procSpell && procSpell->SpellFamilyName == SPELLFAMILY_GENERIC && procSpell->GetCategory() != 76 &&
(!eventInfo.GetProcSpell() || !eventInfo.GetProcSpell()->m_CastItem) &&
(!eventInfo.GetTriggerAuraSpell() || eventInfo.GetTriggerAuraSpell()->SpellFamilyName == SPELLFAMILY_GENERIC))
{
return false;
}
}
// Check spellProcEvent data requirements
if (!sSpellMgr->IsSpellProcEventCanTriggeredBy(spellProto, spellProcEvent, EventProcFlag, eventInfo, active))