[7922] Implement param2 for ACTION_T_COMBAT_MOVEMENT for allow control start/stop melee combat state for creature at start/stop movement in combat. Author: VladimirMangos

--HG--
branch : trunk
This commit is contained in:
megamage
2009-05-31 16:24:19 -05:00
parent 552e08b3f0
commit 067cbec40d
6 changed files with 24 additions and 11 deletions
+2 -4
View File
@@ -1038,6 +1038,8 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
void CombatStopWithPets(bool includingCast = false);
Unit* SelectNearbyTarget(float dist = NOMINAL_MELEE_RANGE) const;
bool hasNegativeAuraWithInterruptFlag(uint32 flag);
void SendMeleeAttackStop(Unit* victim);
void SendMeleeAttackStart(Unit* pVictim);
void addUnitState(uint32 f) { m_state |= f; }
bool hasUnitState(const uint32 f) const { return (m_state & f); }
@@ -1261,7 +1263,6 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
void DeMorph();
void SendAttackStart(Unit* pVictim);
void SendAttackStateUpdate(CalcDamageInfo *damageInfo);
void SendAttackStateUpdate(uint32 HitInfo, Unit *target, uint8 SwingType, SpellSchoolMask damageSchoolMask, uint32 Damage, uint32 AbsorbDamage, uint32 Resist, VictimState TargetState, uint32 BlockedAmount);
void SendSpellNonMeleeDamageLog(SpellNonMeleeDamage *log);
@@ -1793,9 +1794,6 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
ThreatManager m_ThreatManager;
private:
void SendAttackStop(Unit* victim); // only from AttackStop(Unit*)
//void SendAttackStart(Unit* pVictim); // only from Unit::AttackStart(Unit*)
bool IsTriggeredAtSpellProcEvent(Unit *pVictim, Aura* aura, SpellEntry const * procSpell, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, bool isVictim, bool active, SpellProcEventEntry const *& spellProcEvent );
bool HandleDummyAuraProc( Unit *pVictim, uint32 damage, AuraEffect* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
bool HandleObsModEnergyAuraProc( Unit *pVictim, uint32 damage, AuraEffect* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);