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[Bug Fix] IsDamage test for lifetap was not complete. (#2213)
* [Bug Fix] IsDamage test for lifetap was not complete. * Fix magic # and formatting as per Kingly * Added #define
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@ -101,14 +101,18 @@ bool IsSacrificeSpell(uint16 spell_id)
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bool IsLifetapSpell(uint16 spell_id)
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{
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// Ancient Lifebane: 2115
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if (IsValidSpell(spell_id) &&
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(spells[spell_id].target_type == ST_Tap ||
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spells[spell_id].target_type == ST_TargetAETap ||
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spell_id == 2115))
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return true;
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if (
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IsValidSpell(spell_id) &&
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(
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spells[spell_id].target_type == ST_Tap ||
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spells[spell_id].target_type == ST_TargetAETap ||
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spell_id == SPELL_ANCIENT_LIFEBANE
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)
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) {
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return true;
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}
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return false;
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return false;
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}
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bool IsMezSpell(uint16 spell_id)
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@ -139,7 +143,7 @@ bool IsEvacSpell(uint16 spellid)
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bool IsDamageSpell(uint16 spellid)
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{
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if (spells[spellid].target_type == ST_Tap)
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if (IsLifetapSpell(spellid))
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return false;
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for (int o = 0; o < EFFECT_COUNT; o++) {
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@ -169,6 +169,7 @@
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#define SPELL_ILLUSION_FEMALE 1731
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#define SPELL_ILLUSION_MALE 1732
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#define SPELL_UNSUMMON_SELF 892
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#define SPELL_ANCIENT_LIFEBANE 2115
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//spellgroup ids
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#define SPELLGROUP_FRENZIED_BURNOUT 2754
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