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Remove crowd control when damage is absorbed.


Auntie Mangos

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  • 40 years later...

Mangos Version: 9000+

How it SHOULD work: When you cast spell on target which have an absorbing effect, (like Power Word: Shield ) most of crowd control, like sap or blind... should disappear.

How it DOES work: Sap or others CC doesn't disappear when you cast a spell on target which have an absorbing effet.

Exemples :

Take a rogue, sap a priest who have PWS, cheap shot him and sap isn't removed.

Take a rogue, blind a priest who have PWS, mana burn the priest and blind isn't removed.

Sorry for my english.

PS : we need more informations, like with polymorph, freezing trap, banish, hibernate, repentance etc...

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  • 2 months later...

ye, noticed that too, but there are other spells (like hex) that should absorb some damage after the spell gets removed.

int Unit::DealDamage

if(!damage)
   {
       // Rage from physical damage received .
       if(cleanDamage && cleanDamage->damage && (damageSchoolMask & SPELL_SCHOOL_MASK_NORMAL) && pVictim->GetTypeId() == TYPEID_PLAYER && (pVictim->getPowerType() == POWER_RAGE))
           ((Player*)pVictim)->RewardRage(cleanDamage->damage, 0, false);

       return 0;
   }
   if (!spellProto || !IsSpellHaveAura(spellProto,SPELL_AURA_MOD_FEAR))
       pVictim->RemoveSpellbyDamageTaken(SPELL_AURA_MOD_FEAR, damage);
   // root type spells do not dispel the root effect
   if (!spellProto || !(spellProto->Mechanic == MECHANIC_ROOT || IsSpellHaveAura(spellProto,SPELL_AURA_MOD_ROOT)))
       pVictim->RemoveSpellbyDamageTaken(SPELL_AURA_MOD_ROOT, damage);

proably that "return 0" should be moved

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  • 2 months later...
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