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[fix] Résilience on normal damages


Guest DJNefast

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I thinks those function are false then take best functions for resilience reduction on damages (without crit)

Unit.h

-        uint32 GetMeleeDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_MELEE, 1.0f, 100.0f, damage); }
-        uint32 GetRangedDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_MELEE, 1.0f, 100.0f, damage); }
-        uint32 GetSpellDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_CRIT_TAKEN_MELEE, 1.0f, 100.0f, damage); }
+        uint32 GetMeleeDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_HIT_TAKEN_MELEE, 1.0f, 100.0f, damage); } 
+        uint32 GetRangedDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_HIT_TAKEN_RANGED, 1.0f, 100.0f, damage); } 
+        uint32 GetSpellDamageReduction(uint32 damage) const { return GetCombatRatingDamageReduction(CR_HIT_TAKEN_SPELL, 1.0f, 100.0f, damage); }

I think it's better to use the best rate :)

Trinity has juste multiply by 2 the melee_crit reduc... but mangos must use the right reduc on each type of reduction

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