diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp index 6030991e4..e06d15e3a 100644 --- a/src/server/game/Entities/Unit/Unit.cpp +++ b/src/server/game/Entities/Unit/Unit.cpp @@ -14118,7 +14118,7 @@ bool Unit::HandleAuraRaidProcFromCharge(AuraEffect* triggeredByAura) return true; } -void Unit::Kill(Unit* killer, Unit* victim, bool durabilityLoss, WeaponAttackType attackType, SpellInfo const* spellProto, Spell const* spell /*= nullptr*/) +void Unit::Kill(Unit* killer, Unit* victim, bool durabilityLoss, WeaponAttackType attackType, SpellInfo const* /*spellProto*/, Spell const* /*spell*/ /*= nullptr*/) { // Prevent killing unit twice (and giving reward from kill twice) if (!victim->GetHealth()) @@ -14232,20 +14232,21 @@ void Unit::Kill(Unit* killer, Unit* victim, bool durabilityLoss, WeaponAttackTyp } // Do KILL and KILLED procs. KILL proc is called only for the unit who landed the killing blow (and its owner - for pets and totems) regardless of who tapped the victim + // Spell context is not passed to avoid the killing spell's triggered status from suppressing nested proc events if (killer && (killer->IsPet() || killer->IsTotem())) if (Unit* owner = killer->GetOwner()) { - Unit::ProcSkillsAndAuras(owner, victim, PROC_FLAG_KILL, PROC_FLAG_NONE, PROC_EX_NONE, 0, attackType, spellProto, nullptr, -1, spell); + Unit::ProcSkillsAndAuras(owner, victim, PROC_FLAG_KILL, PROC_FLAG_NONE, PROC_EX_NONE, 0, attackType, nullptr, nullptr, -1, nullptr); sScriptMgr->OnPlayerCreatureKilledByPet( killer->GetCharmerOrOwnerPlayerOrPlayerItself(), victim->ToCreature()); } if (killer != victim) { - Unit::ProcSkillsAndAuras(killer, victim, killer ? PROC_FLAG_KILL : 0, PROC_FLAG_KILLED, PROC_EX_NONE, 0, attackType, spellProto, nullptr, -1, spell); + Unit::ProcSkillsAndAuras(killer, victim, killer ? PROC_FLAG_KILL : 0, PROC_FLAG_KILLED, PROC_EX_NONE, 0, attackType, nullptr, nullptr, -1, nullptr); } // Proc auras on death - must be before aura/combat remove - Unit::ProcSkillsAndAuras(victim, nullptr, PROC_FLAG_DEATH, PROC_FLAG_NONE, PROC_EX_NONE, 0, attackType, spellProto, nullptr, -1, spell); + Unit::ProcSkillsAndAuras(victim, nullptr, PROC_FLAG_DEATH, PROC_FLAG_NONE, PROC_EX_NONE, 0, attackType, nullptr, nullptr, -1, nullptr); // update get killing blow achievements, must be done before setDeathState to be able to require auras on target // and before Spirit of Redemption as it also removes auras