uint32 createProcExtendMask(SpellNonMeleeDamage *damageInfo, SpellMissInfo missCondition) { uint32 procEx = PROC_EX_NONE; // Check victim state if (missCondition!=SPELL_MISS_NONE) switch (missCondition) { case SPELL_MISS_MISS: procEx|=PROC_EX_MISS; break; case SPELL_MISS_RESIST: procEx|=PROC_EX_RESIST; break; case SPELL_MISS_DODGE: procEx|=PROC_EX_DODGE; break; case SPELL_MISS_PARRY: procEx|=PROC_EX_PARRY; break; case SPELL_MISS_BLOCK: procEx|=PROC_EX_BLOCK; break; case SPELL_MISS_EVADE: procEx|=PROC_EX_EVADE; break; case SPELL_MISS_IMMUNE: procEx|=PROC_EX_IMMUNE; break; case SPELL_MISS_IMMUNE2: procEx|=PROC_EX_IMMUNE; break; case SPELL_MISS_DEFLECT: procEx|=PROC_EX_DEFLECT;break; case SPELL_MISS_ABSORB: procEx|=PROC_EX_ABSORB; break; case SPELL_MISS_REFLECT: procEx|=PROC_EX_REFLECT;break; default: break; } else { // On block if (damageInfo->blocked) procEx|=PROC_EX_BLOCK; // On absorb if (damageInfo->absorb) procEx|=PROC_EX_ABSORB; // On crit if (damageInfo->HitInfo & SPELL_HITINFO_CRIT) procEx|=PROC_EX_CRITICAL_HIT; else procEx|=PROC_EX_NORMAL_HIT; } return procEx; }