[svn] Set target in combat even if spell does not hit target.
Call AI function only when spell hits target. Move combat check from dealdamge to attackerstateupdate to remove redundant check. --HG-- branch : trunk
This commit is contained in:
+30
-33
@@ -950,20 +950,24 @@ void Spell::DoAllEffectOnTarget(TargetInfo *target)
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// ignore autorepeat/melee casts for speed (not exist quest for spells (hm... )
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if( m_caster->GetTypeId() == TYPEID_PLAYER && !IsAutoRepeat() && !IsNextMeleeSwingSpell() && !IsChannelActive() )
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((Player*)m_caster)->CastedCreatureOrGO(unit->GetEntry(),unit->GetGUID(),m_spellInfo->Id);
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if(((Creature*)unit)->AI())
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((Creature*)unit)->AI()->SpellHit(m_caster ,m_spellInfo);
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}
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if(m_caster->GetTypeId() == TYPEID_UNIT && ((Creature*)m_caster)->AI())
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((Creature*)m_caster)->AI()->SpellHitTarget(unit, m_spellInfo);
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if(int32 spell_triggered = spellmgr.GetSpellLinked(m_spellInfo->Id, 1))
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if( !m_caster->IsFriendlyTo(unit) && !IsPositiveSpell(m_spellInfo->Id))
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{
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if(spell_triggered > 0)
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unit->CastSpell(unit, spell_triggered, true/*, 0, 0, m_caster->GetGUID()*/);
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else
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unit->RemoveAurasDueToSpell(-spell_triggered);
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if( !(m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_NO_INITIAL_AGGRO) )
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{
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if(!unit->IsStandState() && !unit->hasUnitState(UNIT_STAT_STUNNED))
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unit->SetStandState(PLAYER_STATE_NONE);
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if(!unit->isInCombat() && unit->GetTypeId() != TYPEID_PLAYER && ((Creature*)unit)->AI())
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((Creature*)unit)->AI()->AttackStart(m_caster);
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unit->SetInCombatWith(m_caster);
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m_caster->SetInCombatWith(unit);
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if(Player *attackedPlayer = unit->GetCharmerOrOwnerPlayerOrPlayerItself())
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m_caster->SetContestedPvP(attackedPlayer);
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}
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}
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}
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@@ -1000,30 +1004,9 @@ void Spell::DoSpellHitOnUnit(Unit *unit, const uint32 effectMask)
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return;
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}
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// exclude Arcane Missiles Dummy Aura aura for now (attack on hit)
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// TODO: find way to not need this?
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if(!(m_spellInfo->SpellFamilyName == SPELLFAMILY_MAGE &&
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m_spellInfo->SpellFamilyFlags & 0x800LL))
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//if(!IsPositiveSpell(m_spellInfo->Id))
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{
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unit->RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
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if( !(m_spellInfo->AttributesEx3 & SPELL_ATTR_EX3_NO_INITIAL_AGGRO) )
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{
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if(!unit->IsStandState() && !unit->hasUnitState(UNIT_STAT_STUNNED))
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unit->SetStandState(PLAYER_STATE_NONE);
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if(!unit->isInCombat() && unit->GetTypeId() != TYPEID_PLAYER && ((Creature*)unit)->AI())
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((Creature*)unit)->AI()->AttackStart(m_caster);
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unit->SetInCombatWith(m_caster);
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m_caster->SetInCombatWith(unit);
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if(Player *attackedPlayer = unit->GetCharmerOrOwnerPlayerOrPlayerItself())
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{
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m_caster->SetContestedPvP(attackedPlayer);
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}
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unit->AddThreat(m_caster, 0.0f);
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}
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}
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}
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else
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@@ -1069,6 +1052,20 @@ void Spell::DoSpellHitOnUnit(Unit *unit, const uint32 effectMask)
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}
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}
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}
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if(unit->GetTypeId() == TYPEID_UNIT && ((Creature*)unit)->AI())
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((Creature*)unit)->AI()->SpellHit(m_caster, m_spellInfo);
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if(m_caster->GetTypeId() == TYPEID_UNIT && ((Creature*)m_caster)->AI())
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((Creature*)m_caster)->AI()->SpellHitTarget(unit, m_spellInfo);
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if(int32 spell_triggered = spellmgr.GetSpellLinked(m_spellInfo->Id, 1))
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{
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if(spell_triggered > 0)
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unit->CastSpell(unit, spell_triggered, true, 0, 0, m_caster->GetGUID());
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else
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unit->RemoveAurasDueToSpell(-spell_triggered);
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}
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}
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void Spell::DoAllEffectOnTarget(GOTargetInfo *target)
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+9
-12
@@ -519,9 +519,6 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
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return damage;
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}
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if(!pVictim->isInCombat() && ((Creature*)pVictim)->AI())
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((Creature*)pVictim)->AI()->AttackStart(this);
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}
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DEBUG_LOG("DealDamageStart");
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@@ -539,15 +536,6 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
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duel_hasEnded = true;
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}
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//Get in CombatState
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if(pVictim != this && damagetype != DOT)
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{
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SetInCombatWith(pVictim);
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pVictim->SetInCombatWith(this);
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if(Player* attackedPlayer = pVictim->GetCharmerOrOwnerPlayerOrPlayerItself())
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SetContestedPvP(attackedPlayer);
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}
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// Rage from Damage made (only from direct weapon damage)
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if( cleanDamage && damagetype==DIRECT_DAMAGE && this != pVictim && GetTypeId() == TYPEID_PLAYER && (getPowerType() == POWER_RAGE))
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@@ -2151,6 +2139,15 @@ void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool ex
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if(IsNonMeleeSpellCasted(false))
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return;
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if(!pVictim->isInCombat() && pVictim->GetTypeId() != TYPEID_PLAYER && ((Creature*)pVictim)->AI())
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((Creature*)pVictim)->AI()->AttackStart(this);
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SetInCombatWith(pVictim);
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pVictim->SetInCombatWith(this);
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if(Player* attackedPlayer = pVictim->GetCharmerOrOwnerPlayerOrPlayerItself())
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SetContestedPvP(attackedPlayer);
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uint32 hitInfo;
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if (attType == BASE_ATTACK)
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hitInfo = HITINFO_NORMALSWING2;
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