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fix: show RESIST (not MISS) for SMSG_PROCRESIST combat text
SMSG_PROCRESIST is sent when a proc effect is resisted. Show 'Resisted' rather than 'Miss' to correctly communicate what happened to the player.
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parent
fb01361837
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1 changed files with 1 additions and 1 deletions
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@ -1950,7 +1950,7 @@ void GameHandler::handlePacket(network::Packet& packet) {
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if (packet.getSize() - packet.getReadPos() < 4) break;
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if (packet.getSize() - packet.getReadPos() < 4) break;
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uint32_t spellId = packet.readUInt32();
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uint32_t spellId = packet.readUInt32();
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if (victim == playerGuid)
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if (victim == playerGuid)
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addCombatText(CombatTextEntry::MISS, 0, spellId, false);
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addCombatText(CombatTextEntry::RESIST, 0, spellId, false);
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packet.setReadPos(packet.getSize());
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packet.setReadPos(packet.getSize());
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break;
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break;
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}
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}
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