*Rage is now generated by damage absorbed
*Fix rage calculation for level > 70 *Allow rage generation for NPC using rage *Make mitigated damage not add rage *Fix Warriors' Berserker Rage Author of all of these: thenecromancer --HG-- branch : trunk
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@@ -771,10 +771,12 @@ enum MeleeHitOutcome
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struct CleanDamage
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{
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CleanDamage(uint32 _damage, WeaponAttackType _attackType, MeleeHitOutcome _hitOutCome) :
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damage(_damage), attackType(_attackType), hitOutCome(_hitOutCome) {}
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CleanDamage(uint32 mitigated, uint32 absorbed, WeaponAttackType _attackType, MeleeHitOutcome _hitOutCome) :
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mitigated_damage(mitigated), absorbed_damage(absorbed), attackType(_attackType), hitOutCome(_hitOutCome) {}
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uint32 absorbed_damage;
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uint32 mitigated_damage;
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uint32 damage;
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WeaponAttackType attackType;
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MeleeHitOutcome hitOutCome;
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};
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@@ -1806,6 +1808,9 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
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bool canFly() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_FLY_MODE); }
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bool IsFlying() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_FLYING); }
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void SetFlying(bool apply);
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void RewardRage( uint32 damage, uint32 weaponSpeedHitFactor, bool attacker );
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virtual float GetFollowAngle() const { return M_PI/2; }
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protected:
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explicit Unit ();
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