fix(Core/Spells): Include absorbed damage in PROC_SPELL_TYPE_DAMAGE classification (#25314)
Co-authored-by: blinkysc <blinkysc@users.noreply.github.com>
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@@ -6771,7 +6771,7 @@ void Unit::ProcSkillsAndAuras(Unit* actor, Unit* victim, uint32 procAttacker, ui
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}
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}
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else if (healInfo && healInfo->GetHeal())
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else if (healInfo && healInfo->GetHeal())
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spellTypeMask = PROC_SPELL_TYPE_HEAL;
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spellTypeMask = PROC_SPELL_TYPE_HEAL;
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else if (damageInfo && damageInfo->GetDamage())
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else if (damageInfo && (damageInfo->GetDamage() || damageInfo->GetAbsorb()))
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spellTypeMask = PROC_SPELL_TYPE_DAMAGE;
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spellTypeMask = PROC_SPELL_TYPE_DAMAGE;
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else if (procSpellInfo)
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else if (procSpellInfo)
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spellTypeMask = PROC_SPELL_TYPE_NO_DMG_HEAL;
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spellTypeMask = PROC_SPELL_TYPE_NO_DMG_HEAL;
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