Add support for CreatureAI::DamageDealt used in a Zul'Aman script. Thanks joshwhedon.
--HG-- branch : trunk
This commit is contained in:
@@ -95,6 +95,9 @@ class CreatureAI : public UnitAI
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// Called for reaction at enter to combat if not in combat yet (enemy can be NULL)
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// Called for reaction at enter to combat if not in combat yet (enemy can be NULL)
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virtual void EnterCombat(Unit* /*enemy*/) {}
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virtual void EnterCombat(Unit* /*enemy*/) {}
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// Called at any Damage to any victim (before damage apply)
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virtual void DamageDealt(Unit * /*done_to*/, uint32 & /*damage*/) { }
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// Called at any Damage from any attacker (before damage apply)
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// Called at any Damage from any attacker (before damage apply)
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// Note: it for recalculation damage or special reaction at damage
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// Note: it for recalculation damage or special reaction at damage
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// for attack reaction use AttackedBy called for not DOT damage in Unit::DealDamage also
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// for attack reaction use AttackedBy called for not DOT damage in Unit::DealDamage also
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@@ -567,6 +567,9 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
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if (pVictim->GetTypeId() == TYPEID_UNIT && pVictim->ToCreature()->IsAIEnabled)
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if (pVictim->GetTypeId() == TYPEID_UNIT && pVictim->ToCreature()->IsAIEnabled)
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pVictim->ToCreature()->AI()->DamageTaken(this, damage);
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pVictim->ToCreature()->AI()->DamageTaken(this, damage);
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if (GetTypeId() == TYPEID_UNIT && this->ToCreature()->IsAIEnabled)
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this->ToCreature()->AI()->DamageDealt(pVictim, damage);
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if (damagetype != NODAMAGE)
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if (damagetype != NODAMAGE)
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{
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{
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// interrupting auras with AURA_INTERRUPT_FLAG_DAMAGE before checking !damage (absorbed damage breaks that type of auras)
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// interrupting auras with AURA_INTERRUPT_FLAG_DAMAGE before checking !damage (absorbed damage breaks that type of auras)
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@@ -179,7 +179,7 @@ struct boss_janalaiAI : public ScriptedAI
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// DoZoneInCombat();
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// DoZoneInCombat();
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}
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}
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void DamageDeal(Unit *pTarget, uint32 &damage)
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void DamageDealt(Unit *pTarget, uint32 &damage)
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{
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{
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if (isFlameBreathing)
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if (isFlameBreathing)
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{
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{
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