*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
This commit is contained in:
QAston
2009-07-27 18:05:30 +02:00
parent e8f8b66636
commit 491051e194
5 changed files with 62 additions and 53 deletions
+8 -3
View File
@@ -771,10 +771,12 @@ enum MeleeHitOutcome
struct CleanDamage
{
CleanDamage(uint32 _damage, WeaponAttackType _attackType, MeleeHitOutcome _hitOutCome) :
damage(_damage), attackType(_attackType), hitOutCome(_hitOutCome) {}
CleanDamage(uint32 mitigated, uint32 absorbed, WeaponAttackType _attackType, MeleeHitOutcome _hitOutCome) :
mitigated_damage(mitigated), absorbed_damage(absorbed), attackType(_attackType), hitOutCome(_hitOutCome) {}
uint32 absorbed_damage;
uint32 mitigated_damage;
uint32 damage;
WeaponAttackType attackType;
MeleeHitOutcome hitOutCome;
};
@@ -1806,6 +1808,9 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
bool canFly() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_FLY_MODE); }
bool IsFlying() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_FLYING); }
void SetFlying(bool apply);
void RewardRage( uint32 damage, uint32 weaponSpeedHitFactor, bool attacker );
virtual float GetFollowAngle() const { return M_PI/2; }
protected:
explicit Unit ();