*Rename SPELL_AURA_RANGED_AP_ATTACKER_CREATURES_BONUS to SPELL_AURA_MOD_CREATURE_AOE_DAMAGE_AVOIDANCE, and reimplement that aura type.

*Some more research about new aura types.

--HG--
branch : trunk
This commit is contained in:
QAston
2010-07-16 13:20:50 +02:00
parent 5ca1748326
commit 719f13874e
5 changed files with 23 additions and 40 deletions
+1 -12
View File
@@ -11208,17 +11208,7 @@ void Unit::MeleeDamageBonus(Unit *pVictim, uint32 *pdamage, WeaponAttackType att
// ..done (base at attack power for marked target and base at attack power for creature type)
int32 APbonus = 0;
if (attType == RANGED_ATTACK && pVictim->GetTypeId() == TYPEID_UNIT)
{
APbonus += pVictim->GetTotalAuraModifier(SPELL_AURA_RANGED_AP_ATTACKER_CREATURES_BONUS);
// ..done (base at attack power and creature type)
AuraEffectList const& mCreatureAttackPower = GetAuraEffectsByType(SPELL_AURA_MOD_RANGED_ATTACK_POWER_VERSUS);
for (AuraEffectList::const_iterator i = mCreatureAttackPower.begin(); i != mCreatureAttackPower.end(); ++i)
if (creatureTypeMask & uint32((*i)->GetMiscValue()))
APbonus += (*i)->GetAmount();
}
else if (attType == RANGED_ATTACK)
if (attType == RANGED_ATTACK)
{
APbonus += pVictim->GetTotalAuraModifier(SPELL_AURA_RANGED_ATTACK_POWER_ATTACKER_BONUS);
@@ -13689,7 +13679,6 @@ bool InitTriggerAuraData()
isNonTriggerAura[SPELL_AURA_MOD_POWER_REGEN]=true;
isNonTriggerAura[SPELL_AURA_REDUCE_PUSHBACK]=true;
isTriggerAura[SPELL_AURA_RANGED_AP_ATTACKER_CREATURES_BONUS] = true;
return true;
}