Core/Unit: Cleanup; mostly purging a ton of dead code.
TODO: Move packet stuff out of Unit into packet handlers... --HG-- branch : trunk
This commit is contained in:
@@ -226,13 +226,6 @@ Unit::~Unit()
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void Unit::Update(uint32 p_time)
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{
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/*if (p_time > m_AurasCheck)
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{
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m_AurasCheck = 2000;
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_UpdateAura();
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} else
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m_AurasCheck -= p_time;*/
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// WARNING! Order of execution here is important, do not change.
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// Spells must be processed with event system BEFORE they go to _UpdateSpells.
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// Or else we may have some SPELL_STATE_FINISHED spells stalled in pointers, that is bad.
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@@ -399,53 +392,6 @@ void Unit::SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint32 M
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SendMessageToSet(&data, true);
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}
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/*void Unit::SendMonsterMove(float NewPosX, float NewPosY, float NewPosZ, uint8 type, uint32 MovementFlags, uint32 Time, Player* player)
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{
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float moveTime = Time;
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WorldPacket data(SMSG_MONSTER_MOVE, (41 + GetPackGUID().size()));
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data.append(GetPackGUID());
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data << uint8(0); // new in 3.1
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data << GetPositionX() << GetPositionY() << GetPositionZ();
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data << uint32(getMSTime());
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data << uint8(type); // unknown
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switch(type)
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{
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case 0: // normal packet
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break;
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case 1: // stop packet (raw pos?)
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SendMessageToSet(&data, true);
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return;
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case 2: // facing spot, not used currently
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data << float(0);
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data << float(0);
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data << float(0);
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break;
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case 3: // not used currently
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data << uint64(0); // probably target guid (facing target?)
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break;
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case 4: // not used currently
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data << float(0); // facing angle
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break;
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}
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data << uint32(MovementFlags);
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//enable me if things goes wrong or looks ugly, it is however an old hack
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//if (MovementFlags & MONSTER_MOVE_WALK)
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//moveTime *= 1.05f;
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data << uint32(moveTime); // Time in between points
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data << uint32(1); // 1 single waypoint
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data << NewPosX << NewPosY << NewPosZ; // the single waypoint Point B
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if (player)
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player->GetSession()->SendPacket(&data);
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else
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SendMessageToSet(&data, true);
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}*/
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void Unit::SendMonsterMoveTransport(Unit *vehicleOwner)
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{
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WorldPacket data(SMSG_MONSTER_MOVE_TRANSPORT, GetPackGUID().size()+vehicleOwner->GetPackGUID().size());
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@@ -575,8 +521,6 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
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{
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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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else if (pVictim->GetTypeId() == TYPEID_PLAYER && pVictim->ToPlayer()->isGameMaster())
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return 0;
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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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@@ -600,7 +544,8 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
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SpellEntry const * spell = (*i)->GetSpellProto();
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uint32 share = uint32(damage * (float((*i)->GetAmount()) / 100.0f));
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// TODO: check packets if damage is done by pVictim, or by attacker of pVicitm
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// TODO: check packets if damage is done by pVictim, or by attacker of pVictim
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DealDamageMods(shareDamageTarget, share, NULL);
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DealDamage(shareDamageTarget, share, NULL, NODAMAGE, GetSpellSchoolMask(spell), spell, false);
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}
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@@ -616,10 +561,9 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
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{
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case BASE_ATTACK:
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{
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if (cleanDamage->hitOutCome == MELEE_HIT_CRIT)
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weaponSpeedHitFactor = uint32(GetAttackTime(cleanDamage->attackType)/1000.0f * 7);
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else
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weaponSpeedHitFactor = uint32(GetAttackTime(cleanDamage->attackType) / 1000.0f * 3.5f);
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if (cleanDamage->hitOutCome == MELEE_HIT_CRIT)
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weaponSpeedHitFactor *= 2;
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RewardRage(rage_damage, weaponSpeedHitFactor, true);
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@@ -627,10 +571,9 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
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}
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case OFF_ATTACK:
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{
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if (cleanDamage->hitOutCome == MELEE_HIT_CRIT)
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weaponSpeedHitFactor = uint32(GetAttackTime(cleanDamage->attackType)/1000.0f * 3.5f);
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else
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weaponSpeedHitFactor = uint32(GetAttackTime(cleanDamage->attackType) / 1000.0f * 1.75f);
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if (cleanDamage->hitOutCome == MELEE_HIT_CRIT)
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weaponSpeedHitFactor *= 2;
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RewardRage(rage_damage, weaponSpeedHitFactor, true);
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@@ -674,13 +617,8 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
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// in bg, count dmg if victim is also a player
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if (pVictim->GetTypeId() == TYPEID_PLAYER)
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{
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if (Battleground *bg = killer->GetBattleground())
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{
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// FIXME: kept by compatibility. don't know in BG if the restriction apply.
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bg->UpdatePlayerScore(killer, SCORE_DAMAGE_DONE, damage);
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}
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}
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killer->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE, damage, 0, pVictim);
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killer->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HIT_DEALT, damage);
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@@ -690,7 +628,6 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
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pVictim->ToPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HIT_RECEIVED, damage);
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else if (!pVictim->IsControlledByPlayer())
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{
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//!pVictim->HasFlag(UNIT_DYNAMIC_FLAGS, UNIT_DYNFLAG_OTHER_TAGGER)
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if (!pVictim->ToCreature()->hasLootRecipient())
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pVictim->ToCreature()->SetLootRecipient(this);
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@@ -705,14 +642,15 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
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if (pVictim->GetTypeId() == TYPEID_PLAYER)
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{
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pVictim->ToPlayer()->UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_TOTAL_DAMAGE_RECEIVED, health);
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// call before auras are removed
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if (Player* killer = ToPlayer())
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if (Player* killer = this->ToPlayer()) // keep the this-> for clarity
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killer->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL, 0, 0, pVictim);
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}
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Kill(pVictim, durabilityLoss);
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}
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else // if (health > damage)
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else
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{
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sLog.outStaticDebug("DealDamageAlive");
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@@ -758,7 +696,7 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
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}
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}
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if (damagetype != NODAMAGE && damage)// && pVictim->GetTypeId() == TYPEID_PLAYER)
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if (damagetype != NODAMAGE && damage)
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{
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if (pVictim != this && pVictim->GetTypeId() == TYPEID_PLAYER) // does not support creature push_back
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{
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@@ -793,7 +731,7 @@ uint32 Unit::DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDa
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if (duel_hasEnded)
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{
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ASSERT(pVictim->GetTypeId() == TYPEID_PLAYER);
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Player *he = (Player*)pVictim;
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Player *he = pVictim->ToPlayer();
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ASSERT(he->duel);
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@@ -1080,20 +1018,17 @@ void Unit::CalculateSpellDamageTaken(SpellNonMeleeDamage *damageInfo, int32 dama
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// Calculate absorb resist
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if (damage > 0)
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{
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switch (spellInfo->SpellIconID)
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{
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// Chaos Bolt - "Chaos Bolt cannot be resisted, and pierces through all absorption effects."
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case 3178:
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break;
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default:
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if (spellInfo->SpellIconID != 3178)
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{
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CalcAbsorbResist(pVictim, damageSchoolMask, SPELL_DIRECT_DAMAGE, damage, &damageInfo->absorb, &damageInfo->resist, spellInfo);
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damage -= damageInfo->absorb + damageInfo->resist;
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break;
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}
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}
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else
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damage = 0;
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damageInfo->damage = damage;
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}
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@@ -1122,6 +1057,7 @@ void Unit::DealSpellDamage(SpellNonMeleeDamage *damageInfo, bool durabilityLoss)
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if (pVictim != this && IsControlledByPlayer() && pVictim->IsControlledByPlayer())
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{
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const AreaTableEntry *area = GetAreaEntryByAreaID(pVictim->GetAreaId());
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if (area && area->IsSanctuary()) // sanctuary
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return;
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}
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@@ -1184,6 +1120,7 @@ void Unit::CalculateMeleeDamage(Unit *pVictim, uint32 damage, CalcDamageInfo *da
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damageInfo->cleanDamage = 0;
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return;
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}
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damage += CalculateDamage(damageInfo->attackType, false, true);
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// Add melee damage bonus
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MeleeDamageBonus(damageInfo->target, &damage, damageInfo->attackType);
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@@ -1209,8 +1146,8 @@ void Unit::CalculateMeleeDamage(Unit *pVictim, uint32 damage, CalcDamageInfo *da
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damageInfo->procEx|=PROC_EX_EVADE;
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damageInfo->damage = 0;
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damageInfo->cleanDamage = 0;
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return;
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}
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return;
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case MELEE_HIT_MISS:
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{
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damageInfo->HitInfo |= HITINFO_MISS;
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@@ -1219,8 +1156,8 @@ void Unit::CalculateMeleeDamage(Unit *pVictim, uint32 damage, CalcDamageInfo *da
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damageInfo->procEx |= PROC_EX_MISS;
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damageInfo->damage = 0;
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damageInfo->cleanDamage = 0;
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break;
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}
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break;
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case MELEE_HIT_NORMAL:
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damageInfo->TargetState = VICTIMSTATE_HIT;
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damageInfo->procEx|=PROC_EX_NORMAL_HIT;
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@@ -1249,15 +1186,14 @@ void Unit::CalculateMeleeDamage(Unit *pVictim, uint32 damage, CalcDamageInfo *da
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mod += GetTotalAuraModifierByMiscMask(SPELL_AURA_MOD_CRIT_PERCENT_VERSUS, crTypeMask);
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if (mod != 0)
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damageInfo->damage = int32((damageInfo->damage) * float((100.0f + mod)/100.0f));
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break;
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}
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break;
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case MELEE_HIT_PARRY:
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damageInfo->TargetState = VICTIMSTATE_PARRY;
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damageInfo->procEx |= PROC_EX_PARRY;
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damageInfo->cleanDamage += damageInfo->damage;
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damageInfo->damage = 0;
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break;
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case MELEE_HIT_DODGE:
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damageInfo->TargetState = VICTIMSTATE_DODGE;
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damageInfo->procEx |= PROC_EX_DODGE;
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@@ -1283,20 +1219,21 @@ void Unit::CalculateMeleeDamage(Unit *pVictim, uint32 damage, CalcDamageInfo *da
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damageInfo->procEx |= PROC_EX_NORMAL_HIT;
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damageInfo->damage -= damageInfo->blocked_amount;
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damageInfo->cleanDamage += damageInfo->blocked_amount;
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break;
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}
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break;
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case MELEE_HIT_GLANCING:
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{
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damageInfo->HitInfo |= HITINFO_GLANCING;
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damageInfo->TargetState = VICTIMSTATE_HIT;
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damageInfo->procEx |= PROC_EX_NORMAL_HIT;
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int32 leveldif = int32(pVictim->getLevel()) - int32(getLevel());
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if (leveldif > 3) leveldif = 3;
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if (leveldif > 3)
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leveldif = 3;
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float reducePercent = 1 - leveldif * 0.1f;
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damageInfo->cleanDamage += damageInfo->damage-uint32(reducePercent * damageInfo->damage);
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damageInfo->damage = uint32(reducePercent * damageInfo->damage);
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break;
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}
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break;
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case MELEE_HIT_CRUSHING:
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{
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damageInfo->HitInfo |= HITINFO_CRUSHING;
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@@ -1304,8 +1241,8 @@ void Unit::CalculateMeleeDamage(Unit *pVictim, uint32 damage, CalcDamageInfo *da
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damageInfo->procEx |= PROC_EX_NORMAL_HIT;
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// 150% normal damage
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damageInfo->damage += (damageInfo->damage / 2);
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break;
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}
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break;
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default:
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break;
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}
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@@ -1437,6 +1374,7 @@ void Unit::DealMeleeDamage(CalcDamageInfo *damageInfo, bool durabilityLoss)
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pVictim->SendSpellMiss(this, i_spellProto->Id, missInfo);
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continue;
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}
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// ...or immuned
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if (IsImmunedToDamage(i_spellProto))
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{
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@@ -1449,6 +1387,7 @@ void Unit::DealMeleeDamage(CalcDamageInfo *damageInfo, bool durabilityLoss)
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// No Unit::CalcAbsorbResist here - opcode doesn't send that data - this damage is probably not affected by that
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pVictim->DealDamageMods(this,damage,NULL);
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// TODO: Move this to a packet handler
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WorldPacket data(SMSG_SPELLDAMAGESHIELD,(8+8+4+4+4+4));
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data << uint64(pVictim->GetGUID());
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data << uint64(GetGUID());
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@@ -1549,7 +1488,7 @@ uint32 Unit::CalcArmorReducedDamage(Unit* pVictim, const uint32 damage, SpellEnt
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{
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float maxArmorPen=0;
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if (getLevel() < 60)
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maxArmorPen=(float)(400+85*pVictim->getLevel());
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maxArmorPen = float(400 + 85 * pVictim->getLevel());
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else
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maxArmorPen = 400 + 85 * pVictim->getLevel() + 4.5f * 85 * (pVictim->getLevel() - 59);
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// Cap armor penetration to this number
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@@ -1559,8 +1498,6 @@ uint32 Unit::CalcArmorReducedDamage(Unit* pVictim, const uint32 damage, SpellEnt
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// Got the value, apply it
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armor -= armorPen;
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}
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// Ignore enemy armor by SPELL_AURA_MOD_TARGET_ARMOR_PCT
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//armor *= 1.0f - GetTotalAuraModifier(SPELL_AURA_MOD_ARMOR_PENETRATION_PCT) / 100.0f;
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if (armor < 0.0f)
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armor = 0.0f;
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@@ -1600,13 +1537,9 @@ void Unit::CalcAbsorbResist(Unit *pVictim, SpellSchoolMask schoolMask, DamageEff
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float resistanceConstant = 0.0f;
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if (level == BOSS_LEVEL)
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{
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resistanceConstant = BOSS_RESISTANCE_CONSTANT;
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}
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else
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{
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resistanceConstant = level * 5.0f;
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}
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float averageResist = victimResistance / (victimResistance + resistanceConstant);
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float discreteResistProbability[11];
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@@ -1614,10 +1547,8 @@ void Unit::CalcAbsorbResist(Unit *pVictim, SpellSchoolMask schoolMask, DamageEff
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{
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discreteResistProbability[i] = 0.5f - 2.5f * fabs(0.1f * i - averageResist);
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if (discreteResistProbability[i] < 0.0f)
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{
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discreteResistProbability[i] = 0.0f;
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}
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}
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if (averageResist <= 0.1f)
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{
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@@ -1629,11 +1560,13 @@ void Unit::CalcAbsorbResist(Unit *pVictim, SpellSchoolMask schoolMask, DamageEff
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float r = (float)rand_norm();
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int i = 0;
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float probabilitySum = discreteResistProbability[0];
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while (r >= probabilitySum && i < 10)
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{
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i++;
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probabilitySum += discreteResistProbability[i];
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}
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uint32 damageResisted = damage * i / 10;
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*resist += damageResisted;
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@@ -2065,7 +1998,8 @@ void Unit::CalcAbsorbResist(Unit *pVictim, SpellSchoolMask schoolMask, DamageEff
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AuraEffectList const& vSplitDamagePct = pVictim->GetAuraEffectsByType(SPELL_AURA_SPLIT_DAMAGE_PCT);
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for (AuraEffectList::const_iterator i = vSplitDamagePct.begin(), next; i != vSplitDamagePct.end() && RemainingDamage >= 0; i = next)
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{
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next = i; ++next;
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next = i;
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++next;
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// check damage school mask
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if (((*i)->GetMiscValue() & schoolMask) == 0)
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@@ -2116,6 +2050,7 @@ void Unit::CalcAbsorbResist(Unit *pVictim, SpellSchoolMask schoolMask, DamageEff
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{
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pVictim->CastSpell(pVictim, 31231, true);
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pVictim->ToPlayer()->AddSpellCooldown(31231, 0, time(NULL) + 60);
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// with health > 10% lost health until health == 10%, in other case no losses
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uint32 health10 = pVictim->CountPctFromMaxHealth(10);
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RemainingDamage = pVictim->GetHealth() > health10 ? pVictim->GetHealth() - health10 : 0;
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@@ -2166,8 +2101,7 @@ void Unit::CalcHealAbsorb(Unit *pVictim, const SpellEntry *healSpell, uint32 &he
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return;
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int32 RemainingHeal = healAmount;
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// Get unit state (need for some absorb check)
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//uint32 unitflag = pVictim->GetUInt32Value(UNIT_FIELD_FLAGS);
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// Need remove expired auras after
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bool existExpired = false;
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@@ -2178,8 +2112,6 @@ void Unit::CalcHealAbsorb(Unit *pVictim, const SpellEntry *healSpell, uint32 &he
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if (!((*i)->GetMiscValue() & healSpell->SchoolMask))
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continue;
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//SpellEntry const* spellProto = (*i)->GetSpellProto();
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// Max Amount can be absorbed by this aura
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int32 currentAbsorb = (*i)->GetAmount();
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@@ -2249,9 +2181,7 @@ void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool ex
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||||
// melee attack spell casted at main hand attack only - no normal melee dmg dealt
|
||||
if (attType == BASE_ATTACK && m_currentSpells[CURRENT_MELEE_SPELL])
|
||||
{
|
||||
m_currentSpells[CURRENT_MELEE_SPELL]->cast();
|
||||
}
|
||||
else
|
||||
{
|
||||
// attack can be redirected to another target
|
||||
@@ -2272,10 +2202,6 @@ void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool ex
|
||||
else
|
||||
sLog.outStaticDebug("AttackerStateUpdate: (NPC) %u attacked %u (TypeId: %u) for %u dmg, absorbed %u, blocked %u, resisted %u.",
|
||||
GetGUIDLow(), pVictim->GetGUIDLow(), pVictim->GetTypeId(), damageInfo.damage, damageInfo.absorb, damageInfo.blocked_amount, damageInfo.resist);
|
||||
|
||||
// if damage pVictim call AI reaction
|
||||
//if (pVictim->GetTypeId() == TYPEID_UNIT && pVictim->ToCreature()->AI())
|
||||
// pVictim->ToCreature()->AI()->AttackedBy(this);
|
||||
}
|
||||
|
||||
if(!extra && m_extraAttacks)
|
||||
@@ -2379,9 +2305,7 @@ MeleeHitOutcome Unit::RollMeleeOutcomeAgainst (const Unit *pVictim, WeaponAttack
|
||||
|
||||
// check if attack comes from behind, nobody can parry or block if attacker is behind
|
||||
if (!pVictim->HasInArc(M_PI, this) && !pVictim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION))
|
||||
{
|
||||
sLog.outStaticDebug ("RollMeleeOutcomeAgainst: attack came from behind.");
|
||||
}
|
||||
else
|
||||
{
|
||||
// Reduce parry chance by attacker expertise rating
|
||||
@@ -2507,9 +2431,7 @@ uint32 Unit::CalculateDamage(WeaponAttackType attType, bool normalized, bool add
|
||||
}
|
||||
|
||||
if (min_damage > max_damage)
|
||||
{
|
||||
std::swap(min_damage,max_damage);
|
||||
}
|
||||
|
||||
if (max_damage == 0.0f)
|
||||
max_damage = 5.0f;
|
||||
@@ -2554,27 +2476,12 @@ void Unit::SendMeleeAttackStop(Unit* victim)
|
||||
data << uint32(0); // can be 0x1
|
||||
SendMessageToSet(&data, true);
|
||||
sLog.outDetail("%s %u stopped attacking %s %u", (GetTypeId() == TYPEID_PLAYER ? "player" : "creature"), GetGUIDLow(), (victim->GetTypeId() == TYPEID_PLAYER ? "player" : "creature"),victim->GetGUIDLow());
|
||||
|
||||
/*if (victim->GetTypeId() == TYPEID_UNIT)
|
||||
victim->ToCreature()->AI().EnterEvadeMode(this);*/
|
||||
}
|
||||
|
||||
bool Unit::isSpellBlocked(Unit *pVictim, SpellEntry const * /*spellProto*/, WeaponAttackType attackType)
|
||||
{
|
||||
if (pVictim->HasInArc(M_PI,this) || pVictim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION))
|
||||
{
|
||||
/* Currently not exist spells with ignore block
|
||||
// Ignore combat result aura (parry/dodge check on prepare)
|
||||
AuraList const& ignore = GetAuraEffectsByType(SPELL_AURA_IGNORE_COMBAT_RESULT);
|
||||
for (AuraList::const_iterator i = ignore.begin(); i != ignore.end(); ++i)
|
||||
{
|
||||
if (!(*i)->IsAffectedOnSpell(spellProto))
|
||||
continue;
|
||||
if ((*i)->GetMiscValue() == )
|
||||
return false;
|
||||
}
|
||||
*/
|
||||
|
||||
// Check creatures flags_extra for disable block
|
||||
if (pVictim->GetTypeId() == TYPEID_UNIT &&
|
||||
pVictim->ToCreature()->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_BLOCK)
|
||||
@@ -2595,51 +2502,6 @@ bool Unit::isBlockCritical()
|
||||
return false;
|
||||
}
|
||||
|
||||
// Melee based spells can be miss, parry or dodge on this step
|
||||
// Crit or block - determined on damage calculation phase! (and can be both in some time)
|
||||
/*float Unit::MeleeSpellMissChance(Unit *pVictim, WeaponAttackType attType, int32 skillDiff, SpellEntry const *spell)
|
||||
{
|
||||
// Calculate hit chance (more correct for chance mod)
|
||||
int32 HitChance;
|
||||
|
||||
// PvP - PvE melee chances
|
||||
int32 lchance = pVictim->GetTypeId() == TYPEID_PLAYER ? 5 : 7;
|
||||
int32 leveldif = pVictim->getLevelForTarget(this) - getLevelForTarget(pVictim);
|
||||
if (leveldif < 3)
|
||||
HitChance = 95 - leveldif;
|
||||
else
|
||||
HitChance = 93 - (leveldif - 2) * lchance;
|
||||
|
||||
// Hit chance depends from victim auras
|
||||
if (attType == RANGED_ATTACK)
|
||||
HitChance += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_HIT_CHANCE);
|
||||
else
|
||||
HitChance += pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_HIT_CHANCE);
|
||||
|
||||
// Spellmod from SPELLMOD_RESIST_MISS_CHANCE
|
||||
if (Player *modOwner = GetSpellModOwner())
|
||||
modOwner->ApplySpellMod(spell->Id, SPELLMOD_RESIST_MISS_CHANCE, HitChance);
|
||||
|
||||
// Miss = 100 - hit
|
||||
float miss_chance= 100.0f - HitChance;
|
||||
|
||||
// Bonuses from attacker aura and ratings
|
||||
if (attType == RANGED_ATTACK)
|
||||
miss_chance -= m_modRangedHitChance;
|
||||
else
|
||||
miss_chance -= m_modMeleeHitChance;
|
||||
|
||||
// bonus from skills is 0.04%
|
||||
miss_chance -= skillDiff * 0.04f;
|
||||
|
||||
// Limit miss chance from 0 to 60%
|
||||
if (miss_chance < 0.0f)
|
||||
return 0.0f;
|
||||
if (miss_chance > 60.0f)
|
||||
return 60.0f;
|
||||
return miss_chance;
|
||||
}*/
|
||||
|
||||
int32 Unit::GetMechanicResistChance(const SpellEntry *spell)
|
||||
{
|
||||
if (!spell)
|
||||
@@ -2971,79 +2833,6 @@ SpellMissInfo Unit::SpellHitResult(Unit *pVictim, SpellEntry const *spell, bool
|
||||
return SPELL_MISS_NONE;
|
||||
}
|
||||
|
||||
/*float Unit::MeleeMissChanceCalc(const Unit *pVictim, WeaponAttackType attType) const
|
||||
{
|
||||
if (!pVictim)
|
||||
return 0.0f;
|
||||
|
||||
// Base misschance 5%
|
||||
float misschance = 5.0f;
|
||||
|
||||
// DualWield - Melee spells and physical dmg spells - 5% , white damage 24%
|
||||
if (haveOffhandWeapon() && attType != RANGED_ATTACK)
|
||||
{
|
||||
bool isNormal = false;
|
||||
for (uint32 i = CURRENT_FIRST_NON_MELEE_SPELL; i < CURRENT_MAX_SPELL; i++)
|
||||
{
|
||||
if (m_currentSpells[i] && (GetSpellSchoolMask(m_currentSpells[i]->m_spellInfo) & SPELL_SCHOOL_MASK_NORMAL))
|
||||
{
|
||||
isNormal = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (isNormal || m_currentSpells[CURRENT_MELEE_SPELL])
|
||||
misschance = 5.0f;
|
||||
else
|
||||
misschance = 24.0f;
|
||||
}
|
||||
|
||||
// PvP : PvE melee misschances per leveldif > 2
|
||||
int32 chance = pVictim->GetTypeId() == TYPEID_PLAYER ? 5 : 7;
|
||||
|
||||
int32 leveldif = int32(pVictim->getLevelForTarget(this)) - int32(getLevelForTarget(pVictim));
|
||||
if (leveldif < 0)
|
||||
leveldif = 0;
|
||||
|
||||
// Hit chance from attacker based on ratings and auras
|
||||
float m_modHitChance;
|
||||
if (attType == RANGED_ATTACK)
|
||||
m_modHitChance = m_modRangedHitChance;
|
||||
else
|
||||
m_modHitChance = m_modMeleeHitChance;
|
||||
|
||||
if (leveldif < 3)
|
||||
misschance += (leveldif - m_modHitChance);
|
||||
else
|
||||
misschance += ((leveldif - 2) * chance - m_modHitChance);
|
||||
|
||||
// Hit chance for victim based on ratings
|
||||
if (pVictim->GetTypeId() == TYPEID_PLAYER)
|
||||
{
|
||||
if (attType == RANGED_ATTACK)
|
||||
misschance += pVictim->ToPlayer()->GetRatingBonusValue(CR_HIT_TAKEN_RANGED);
|
||||
else
|
||||
misschance += pVictim->ToPlayer()->GetRatingBonusValue(CR_HIT_TAKEN_MELEE);
|
||||
}
|
||||
|
||||
// Modify miss chance by victim auras
|
||||
if (attType == RANGED_ATTACK)
|
||||
misschance -= pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_RANGED_HIT_CHANCE);
|
||||
else
|
||||
misschance -= pVictim->GetTotalAuraModifier(SPELL_AURA_MOD_ATTACKER_MELEE_HIT_CHANCE);
|
||||
|
||||
// Modify miss chance from skill difference (bonus from skills is 0.04%)
|
||||
int32 skillBonus = int32(GetWeaponSkillValue(attType,pVictim)) - int32(pVictim->GetDefenseSkillValue(this));
|
||||
misschance -= skillBonus * 0.04f;
|
||||
|
||||
// Limit miss chance from 0 to 60%
|
||||
if (misschance < 0.0f)
|
||||
return 0.0f;
|
||||
if (misschance > 60.0f)
|
||||
return 60.0f;
|
||||
|
||||
return misschance;
|
||||
}*/
|
||||
|
||||
uint32 Unit::GetDefenseSkillValue(Unit const* target) const
|
||||
{
|
||||
if (GetTypeId() == TYPEID_PLAYER)
|
||||
@@ -4941,9 +4730,7 @@ void Unit::RemoveDynObject(uint32 spellid)
|
||||
{
|
||||
DynamicObject* dynObj = GetMap()->GetDynamicObject(*i);
|
||||
if (!dynObj) // may happen if a dynobj is removed when grid unload
|
||||
{
|
||||
i = m_dynObjGUIDs.erase(i);
|
||||
}
|
||||
else if (spellid == 0 || dynObj->GetSpellId() == spellid)
|
||||
{
|
||||
dynObj->Delete();
|
||||
@@ -5627,10 +5414,9 @@ bool Unit::HandleDummyAuraProc(Unit *pVictim, uint32 damage, AuraEffect* trigger
|
||||
this->ToPlayer()->Say("This is Madness!", LANG_UNIVERSAL);
|
||||
break;
|
||||
}
|
||||
/*
|
||||
// Sunwell Exalted Caster Neck (??? neck)
|
||||
// cast ??? Light's Wrath if Exalted by Aldor
|
||||
// cast ??? Arcane Bolt if Exalted by Scryers*/
|
||||
// cast ??? Arcane Bolt if Exalted by Scryers
|
||||
case 46569:
|
||||
return false; // old unused version
|
||||
// Sunwell Exalted Caster Neck (Shattered Sun Pendant of Acumen neck)
|
||||
@@ -10169,19 +9955,8 @@ Unit* Unit::GetNextRandomRaidMemberOrPet(float radius)
|
||||
return nearMembers[randTarget];
|
||||
}
|
||||
|
||||
/*
|
||||
Player * Unit::GetMoverSource() const
|
||||
{
|
||||
if (GetTypeId() == TYPEID_PLAYER && this->ToPlayer()->m_mover == this)
|
||||
return (Player*)this;
|
||||
if (Unit *charmer = GetCharmer())
|
||||
if (charmer->GetTypeId() == TYPEID_PLAYER && charmer->ToPlayer()->m_mover == this)
|
||||
return (Player*)charmer;
|
||||
return NULL;
|
||||
}
|
||||
*/
|
||||
|
||||
//only called in Player::SetSeer
|
||||
// so move it to Player?
|
||||
void Unit::AddPlayerToVision(Player* plr)
|
||||
{
|
||||
if (m_sharedVision.empty())
|
||||
@@ -11037,7 +10812,7 @@ uint32 Unit::SpellHealingBonus(Unit *pVictim, SpellEntry const *spellProto, uint
|
||||
return owner->SpellHealingBonus(pVictim, spellProto, healamount, damagetype, stack);
|
||||
|
||||
// no bonus for heal potions/bandages
|
||||
if (spellProto->SpellFamilyName == SPELLFAMILY_POTION /*|| spellProto->Mechanic == MECHANIC_BANDAGE*/ )
|
||||
if (spellProto->SpellFamilyName == SPELLFAMILY_POTION)
|
||||
return healamount;
|
||||
|
||||
// Healing Done
|
||||
@@ -11949,7 +11724,7 @@ void Unit::CombatStart(Unit* target, bool initialAggro)
|
||||
{
|
||||
if (initialAggro)
|
||||
{
|
||||
if (!target->IsStandState()/* && !target->hasUnitState(UNIT_STAT_STUNNED)*/)
|
||||
if (!target->IsStandState())
|
||||
target->SetStandState(UNIT_STAND_STATE_STAND);
|
||||
|
||||
if (!target->isInCombat() && target->GetTypeId() != TYPEID_PLAYER
|
||||
@@ -15142,7 +14917,6 @@ bool Unit::HandleAuraRaidProcFromCharge(AuraEffect* triggeredByAura)
|
||||
|
||||
return true;
|
||||
}
|
||||
/*-----------------------TRINITY-----------------------------*/
|
||||
|
||||
void Unit::Kill(Unit *pVictim, bool durabilityLoss)
|
||||
{
|
||||
@@ -15785,13 +15559,6 @@ void Unit::RemoveCharmedBy(Unit *charmer)
|
||||
|
||||
if (this->ToCreature()->AI() && charmer && charmer->isAlive())
|
||||
this->ToCreature()->AI()->AttackStart(charmer);
|
||||
/*if (isAlive() && this->ToCreature()->IsAIEnabled)
|
||||
{
|
||||
if (charmer && !IsFriendlyTo(charmer))
|
||||
this->ToCreature()->AI()->AttackStart(charmer);
|
||||
else
|
||||
this->ToCreature()->AI()->EnterEvadeMode();
|
||||
}*/
|
||||
}
|
||||
}
|
||||
else
|
||||
@@ -16186,12 +15953,6 @@ float Unit::MeleeSpellMissChance(const Unit *pVictim, WeaponAttackType attType,
|
||||
int32 HitChance;
|
||||
|
||||
// PvP - PvE melee chances
|
||||
/*int32 lchance = pVictim->GetTypeId() == TYPEID_PLAYER ? 5 : 7;
|
||||
int32 leveldif = pVictim->getLevelForTarget(this) - getLevelForTarget(pVictim);
|
||||
if (leveldif < 3)
|
||||
HitChance = 95 - leveldif;
|
||||
else
|
||||
HitChance = 93 - (leveldif - 2) * lchance;*/
|
||||
if (spellId || attType == RANGED_ATTACK || !haveOffhandWeapon())
|
||||
HitChance = 95;
|
||||
else
|
||||
@@ -16855,12 +16616,6 @@ void Unit::BuildMovementPacket(ByteBuffer *data) const
|
||||
// 0x04000000
|
||||
if (GetUnitMovementFlags() & MOVEMENTFLAG_SPLINE_ELEVATION)
|
||||
*data << (float)m_movementInfo.splineElevation;
|
||||
|
||||
/*if (GetTypeId() == TYPEID_PLAYER)
|
||||
{
|
||||
sLog.outString("Send MovementInfo:");
|
||||
OutMovementInfo();
|
||||
}*/
|
||||
}
|
||||
|
||||
void Unit::SetFlying(bool apply)
|
||||
|
||||
Reference in New Issue
Block a user