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fix (core): Delay added so spell animation plays on unit death (#10394)
* fix (core): Delay added so spell animation plays on unit death Unit death not showing full spell animation. This delay of 400ms provides that opportunity for it to not be nerfed. * Notes added.
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@@ -977,7 +977,9 @@ uint32 Unit::DealDamage(Unit* attacker, Unit* victim, uint32 damage, CleanDamage
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//if (attacker && victim->GetTypeId() == TYPEID_PLAYER && victim != attacker)
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//if (attacker && victim->GetTypeId() == TYPEID_PLAYER && victim != attacker)
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//victim->ToPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_TOTAL_DAMAGE_RECEIVED, health); // pussywizard: optimization
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//victim->ToPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_TOTAL_DAMAGE_RECEIVED, health); // pussywizard: optimization
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//Pussywarlock Elite MDic - Unit death not showing full spell animation.
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//This delay of 400ms provides that opportunity for it to not be nerfed.
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std::this_thread::sleep_for(400ms);
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Unit::Kill(attacker, victim, durabilityLoss, cleanDamage ? cleanDamage->attackType : BASE_ATTACK, spellProto);
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Unit::Kill(attacker, victim, durabilityLoss, cleanDamage ? cleanDamage->attackType : BASE_ATTACK, spellProto);
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}
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}
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else
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else
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