Seal procs on absorbs

Above is a fix for seals not proccing if the trigger spell/damage was fully absorbed, as for the comments on Command, Vengeance and Corruption it is unrelated to this actual fix, its just a remember to the judgment failing to proc its seal somehow
```
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index 7eaebed..d67fb69 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -14043,6 +14069,23 @@ void Unit::ProcDamageAndSpellFor(bool isVictim, Unit* target, uint32 procFlag, u

        SpellInfo const* spellProto = itr->second->GetBase()->GetSpellInfo();

       // Exception for seal procs, they should all be able to proc on full absorbs.     
       if (spellProto && (procExtra & PROC_EX_BLOCK || procExtra & PROC_EX_ABSORB))
           switch (spellProto->Id) // yesitsme
           {
               case 21084: // Seal of Righteousness
               case 20166: // Seal of Wisdom
               case 20165: // Seal of Light
               case 20164: // Seal of Justice
               case 20375: // Seal of Command -- judgment doesnt proc seal atm :(
               case 31801: // Seal of Vengeance -- judgment doesnt proc seal atm :(
               case 53736: // Seal of Corruption -- judgment doesnt proc seal atm :(
                   active = true;
                   break;
               default:
                   break;
           }

        // only auras that has triggered spell should proc from fully absorbed damage
        if (procExtra & PROC_EX_ABSORB && isVictim)
            if (damage || spellProto->Effects[EFFECT_0].TriggerSpell || spellProto->Effects[EFFECT_1].TriggerSpell || spellProto->Effects[EFFECT_2].TriggerSpell)
```