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fix(Core/Spells): Fully absorbed periodic damage should not break stealth (#24975)
Co-authored-by: blinkysc <blinkysc@users.noreply.github.com> Co-authored-by: Ariel Silva <ariel-@users.noreply.github.com>
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@@ -6756,7 +6756,9 @@ void AuraEffect::HandlePeriodicDamageAurasTick(Unit* target, Unit* caster) const
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// Set trigger flag
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uint32 procAttacker = PROC_FLAG_DONE_PERIODIC;
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uint32 procVictim = PROC_FLAG_TAKEN_PERIODIC;
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uint32 procEx = (crit ? PROC_EX_CRITICAL_HIT : PROC_EX_NORMAL_HIT) | PROC_EX_INTERNAL_DOT;
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uint32 procEx = PROC_EX_INTERNAL_DOT;
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if (damage)
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procEx |= crit ? PROC_EX_CRITICAL_HIT : PROC_EX_NORMAL_HIT;
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if (absorb > 0)
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procEx |= PROC_EX_ABSORB;
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@@ -6843,7 +6845,9 @@ void AuraEffect::HandlePeriodicHealthLeechAuraTick(Unit* target, Unit* caster) c
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// Set trigger flag
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uint32 procAttacker = PROC_FLAG_DONE_PERIODIC;
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uint32 procVictim = PROC_FLAG_TAKEN_PERIODIC;
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uint32 procEx = (crit ? PROC_EX_CRITICAL_HIT : PROC_EX_NORMAL_HIT) | PROC_EX_INTERNAL_DOT;
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uint32 procEx = PROC_EX_INTERNAL_DOT;
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if (dmgInfo.GetDamage())
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procEx |= crit ? PROC_EX_CRITICAL_HIT : PROC_EX_NORMAL_HIT;
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if (absorb > 0)
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procEx |= PROC_EX_ABSORB;
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