fix(Core/Spells): Don't generate threat from happiness energize (#25709)
Co-authored-by: blinkysc <blinkysc@users.noreply.github.com>
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@@ -8381,8 +8381,10 @@ void Unit::EnergizeBySpell(Unit* victim, uint32 spellID, uint32 damage, Powers p
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{
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{
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victim->ModifyPower(powerType, damage, false);
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victim->ModifyPower(powerType, damage, false);
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if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID))
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// Happiness is internal hunter pet state, not combat assistance — energizing it must not generate threat
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victim->GetThreatMgr().ForwardThreatForAssistingMe(this, float(damage) / 2.0f, spellInfo, true);
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if (powerType != POWER_HAPPINESS)
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if (SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellID))
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victim->GetThreatMgr().ForwardThreatForAssistingMe(this, float(damage) / 2.0f, spellInfo, true);
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SendEnergizeSpellLog(victim, spellID, damage, powerType);
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SendEnergizeSpellLog(victim, spellID, damage, powerType);
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}
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}
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