rendered paste bodyIndex: game/SpellAuras.cpp
===================================================================
--- game/SpellAuras.cpp (revision 5278)
+++ game/SpellAuras.cpp (working copy)
@@ -2266,7 +2272,16 @@
else
m_target->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISARMED);
+ if (m_target->GetTypeId() != TYPEID_PLAYER)
+ return;
+
+ if (Apply)
+ m_target->SetAttackTime(BASE_ATTACK,BASE_ATTACK_TIME);
+ else
+ ((Player *)m_target)->SetRegularAttackTime();
+
m_target->UpdateDamagePhysical(BASE_ATTACK);
+
}
void Aura::HandleAuraModStun(bool apply, bool Real)
Index: game/StatSystem.cpp
===================================================================
--- game/StatSystem.cpp (revision 5278)
+++ game/StatSystem.cpp (working copy)
@@ -330,8 +330,8 @@
if(!IsUseEquipedWeapon(attType==BASE_ATTACK)) //check if player is druid and in cat or bear forms
{
- weapon_mindamage = 0.9 * GetTotalAuraModValue(attPower)/ 14.0f * att_speed;
- weapon_maxdamage = 1.1 * GetTotalAuraModValue(attPower)/ 14.0f * att_speed;
+ weapon_mindamage = BASE_MINDAMAGE;
+ weapon_maxdamage = BASE_MAXDAMAGE;
}
else if(attType == RANGED_ATTACK) //add ammo DPS to ranged damage
{
Index: game/Unit.cpp
===================================================================
--- game/Unit.cpp (revision 5278)
@@ -8553,7 +8708,7 @@
continue;
// Check if current equipment allows aura to proc
- if(!isVictim && GetTypeId() == TYPEID_PLAYER && ((Player*)this)->IsUseEquipedWeapon(attType==BASE_ATTACK))
+ if(!isVictim && GetTypeId() == TYPEID_PLAYER )
{
if(spellProto->EquippedItemClass == ITEM_CLASS_WEAPON)
{
@@ -8565,6 +8720,9 @@
else
item = ((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED);
+ if (!((Player*)this)->IsUseEquipedWeapon(attType==BASE_ATTACK))
+ continue;
+
if(!item || item->IsBroken() || item->GetProto()->Class != ITEM_CLASS_WEAPON || !((1<<item->GetProto()->SubClass) & spellProto->EquippedItemSubClassMask))
continue;
}