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fix(Scripts/Spells): Fix Retaliation self-damage and charge loss on activation (#24868)
Co-authored-by: blinkysc <blinkysc@users.noreply.github.com> Co-authored-by: Vincent-Michael <Vincent_Michael@gmx.de>
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@@ -47,7 +47,7 @@ enum WarriorSpells
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SPELL_WARRIOR_JUGGERNAUT_CRIT_BONUS_BUFF = 65156,
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SPELL_WARRIOR_JUGGERNAUT_CRIT_BONUS_TALENT = 64976,
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SPELL_WARRIOR_LAST_STAND_TRIGGERED = 12976,
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SPELL_WARRIOR_RETALIATION_DAMAGE = 22858,
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SPELL_WARRIOR_RETALIATION_DAMAGE = 20240,
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SPELL_WARRIOR_SLAM = 50783,
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SPELL_WARRIOR_SUNDER_ARMOR = 58567,
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SPELL_WARRIOR_SWEEPING_STRIKES_EXTRA_ATTACK_1 = 12723,
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@@ -884,19 +884,14 @@ class spell_warr_retaliation : public AuraScript
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bool CheckProc(ProcEventInfo& eventInfo)
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{
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if (!eventInfo.GetActor() || !eventInfo.GetProcTarget())
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{
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return false;
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}
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// check attack comes not from behind and warrior is not stunned
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return GetTarget()->isInFront(eventInfo.GetActor(), M_PI) && !GetTarget()->HasUnitState(UNIT_STATE_STUNNED);
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return eventInfo.GetActionTarget()->isInFront(eventInfo.GetActor(), float(M_PI)) && !GetTarget()->HasUnitState(UNIT_STATE_STUNNED);
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}
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void HandleEffectProc(AuraEffect const* aurEff, ProcEventInfo& eventInfo)
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{
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PreventDefaultAction();
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GetTarget()->CastSpell(eventInfo.GetProcTarget(), SPELL_WARRIOR_RETALIATION_DAMAGE, true, nullptr, aurEff);
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eventInfo.GetActionTarget()->CastSpell(eventInfo.GetActor(), SPELL_WARRIOR_RETALIATION_DAMAGE, true, nullptr, aurEff);
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}
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void Register() override
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