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fix(Core/Spells): add per-aura SpellTypeMask for auto-generated procs (#24766)
Co-authored-by: blinkysc <blinkysc@users.noreply.github.com> Co-authored-by: ariel- <ariel-@users.noreply.github.com>
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@@ -1773,6 +1773,7 @@ void SpellMgr::LoadSpellGroupStackRules()
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static bool InitTriggerAuraData();
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static bool isTriggerAura[TOTAL_AURAS];
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static bool isAlwaysTriggeredAura[TOTAL_AURAS];
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static uint32 spellTypeMask[TOTAL_AURAS];
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static bool procPrepared = InitTriggerAuraData();
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// List of auras that CAN trigger but may not exist in spell_proc
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@@ -1785,6 +1786,7 @@ bool InitTriggerAuraData()
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{
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isTriggerAura[i] = false;
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isAlwaysTriggeredAura[i] = false;
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spellTypeMask[i] = PROC_SPELL_TYPE_MASK_ALL;
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}
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isTriggerAura[SPELL_AURA_DUMMY] = true; // Most dummy auras should require scripting
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isTriggerAura[SPELL_AURA_MOD_CONFUSE] = true; // "Any direct damaging attack will revive targets"
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@@ -1828,6 +1830,13 @@ bool InitTriggerAuraData()
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isAlwaysTriggeredAura[SPELL_AURA_SCHOOL_ABSORB] = true;
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isAlwaysTriggeredAura[SPELL_AURA_MOD_STEALTH] = true;
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spellTypeMask[SPELL_AURA_MOD_STEALTH] = PROC_SPELL_TYPE_DAMAGE | PROC_SPELL_TYPE_NO_DMG_HEAL;
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spellTypeMask[SPELL_AURA_MOD_CONFUSE] = PROC_SPELL_TYPE_DAMAGE;
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spellTypeMask[SPELL_AURA_MOD_FEAR] = PROC_SPELL_TYPE_DAMAGE;
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spellTypeMask[SPELL_AURA_MOD_ROOT] = PROC_SPELL_TYPE_DAMAGE;
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spellTypeMask[SPELL_AURA_MOD_STUN] = PROC_SPELL_TYPE_DAMAGE;
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spellTypeMask[SPELL_AURA_TRANSFORM] = PROC_SPELL_TYPE_DAMAGE;
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return true;
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}
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@@ -2000,6 +2009,7 @@ void SpellMgr::LoadSpellProcs()
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// Check if spell has any trigger aura effects
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bool found = false, addTriggerFlag = false;
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uint32 procSpellTypeMask = PROC_SPELL_TYPE_NONE;
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for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
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{
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if (!spellInfo->Effects[i].IsEffect())
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@@ -2013,10 +2023,10 @@ void SpellMgr::LoadSpellProcs()
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continue;
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found = true;
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procSpellTypeMask |= spellTypeMask[auraName];
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if (!addTriggerFlag && isAlwaysTriggeredAura[auraName])
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addTriggerFlag = true;
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break;
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}
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if (!found)
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@@ -2038,7 +2048,7 @@ void SpellMgr::LoadSpellProcs()
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procEntry.SpellFamilyMask |= spellInfo->Effects[i].SpellClassMask;
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procEntry.ProcFlags = spellInfo->ProcFlags;
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procEntry.SpellTypeMask = PROC_SPELL_TYPE_MASK_ALL;
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procEntry.SpellTypeMask = procSpellTypeMask;
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procEntry.SpellPhaseMask = PROC_SPELL_PHASE_HIT;
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procEntry.HitMask = PROC_HIT_NONE; // uses default proc @see SpellMgr::CanSpellTriggerProcOnEvent
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