All pastes #913926 Raw Edit

Someone

public text v1 · immutable
·published 2008-02-22 13:51 UTC
rendered paste body
Index: 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;
                 }