Cleanup
--HG-- branch : trunk
This commit is contained in:
@@ -584,10 +584,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
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m_creature->SendMeleeAttackStart(victim);
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}
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if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == IDLE_MOTION_TYPE)
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{
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//m_creature->GetMotionMaster()->Clear(false);
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m_creature->GetMotionMaster()->MoveChase(victim, AttackDistance, AttackAngle); // Targeted movement generator will start melee automatically, no need to send it explicitly
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}
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}
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}
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else
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@@ -601,11 +598,7 @@ void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32
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m_creature->SendMeleeAttackStop(victim);
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}
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if (m_creature->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
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{
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//m_creature->StopMoving();
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//m_creature->GetMotionMaster()->Clear(false);
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m_creature->GetMotionMaster()->MoveIdle();
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}
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}
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}
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break;
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@@ -1415,8 +1415,6 @@ void Aura::HandleAuraSpecificMods(AuraApplication const * aurApp, Unit * caster,
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// Drain Soul - If the target is at or below 25% health, Drain Soul causes four times the normal damage
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if (GetSpellProto()->SpellFamilyFlags[0] & 0x00004000)
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{
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if (!target)
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break;
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if (apply)
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{
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if (target != caster && target->GetHealth() <= target->GetMaxHealth() / 4)
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+30
-32
@@ -14795,38 +14795,36 @@ void Unit::SetControlled(bool apply, UnitState state)
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switch(state)
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{
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case UNIT_STAT_STUNNED:
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{
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addUnitState(state);
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SetStunned(true);
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CastStop();
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}
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break;
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case UNIT_STAT_ROOT:
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if (!hasUnitState(UNIT_STAT_STUNNED))
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{
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addUnitState(state);
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SetRooted(true);
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}
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break;
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case UNIT_STAT_CONFUSED:
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if (!hasUnitState(UNIT_STAT_STUNNED))
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{
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addUnitState(state);
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SetConfused(true);
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CastStop();
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}
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break;
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case UNIT_STAT_FLEEING:
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if (!hasUnitState(UNIT_STAT_STUNNED | UNIT_STAT_CONFUSED))
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{
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addUnitState(state);
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SetFeared(true);
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CastStop();
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}
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break;
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default:
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break;
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case UNIT_STAT_STUNNED:
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addUnitState(state);
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SetStunned(true);
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CastStop();
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break;
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case UNIT_STAT_ROOT:
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if (!hasUnitState(UNIT_STAT_STUNNED))
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{
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addUnitState(state);
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SetRooted(true);
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}
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break;
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case UNIT_STAT_CONFUSED:
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if (!hasUnitState(UNIT_STAT_STUNNED))
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{
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addUnitState(state);
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SetConfused(true);
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CastStop();
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}
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break;
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case UNIT_STAT_FLEEING:
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if (!hasUnitState(UNIT_STAT_STUNNED | UNIT_STAT_CONFUSED))
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{
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addUnitState(state);
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SetFeared(true);
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CastStop();
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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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}
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else
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