Missing part from thenecromancer's weapon proc patch.

Some changes in ProcDamageAndSpellFor to allow triggered spells to trigger other for victim.

--HG--
branch : trunk
This commit is contained in:
krz
2009-05-31 01:43:36 +02:00
parent 78228818b7
commit ae5f9ac227
4 changed files with 12 additions and 12 deletions
+2 -2
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@@ -7000,7 +7000,7 @@ void Player::CastItemCombatSpell(Item *item, CalcDamageInfo *damageInfo, ItemPro
return; return;
// Can do effect if any damage done to target // Can do effect if any damage done to target
if (damageInfo->damage) if (damageInfo->procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE)
{ {
for (int i = 0; i < 5; i++) for (int i = 0; i < 5; i++)
{ {
@@ -7064,7 +7064,7 @@ void Player::CastItemCombatSpell(Item *item, CalcDamageInfo *damageInfo, ItemPro
else else
{ {
// Can do effect if any damage done to target // Can do effect if any damage done to target
if (!(damageInfo->damage)) if (!(damageInfo->procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE))
continue; continue;
} }
+6 -6
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@@ -1017,8 +1017,8 @@ void Spell::DoAllEffectOnTarget(TargetInfo *target)
caster->SendHealSpellLog(unitTarget, m_spellInfo->Id, addhealth, crit); caster->SendHealSpellLog(unitTarget, m_spellInfo->Id, addhealth, crit);
// Do triggers for unit (reflect triggers passed on hit phase for correct drop charge) // Do triggers for unit (reflect triggers passed on hit phase for correct drop charge)
if (m_canTrigger && missInfo != SPELL_MISS_REFLECT) if (missInfo != SPELL_MISS_REFLECT)
caster->ProcDamageAndSpell(unitTarget, procAttacker, procVictim, procEx, addhealth, m_attackType, m_spellInfo); caster->ProcDamageAndSpell(unitTarget, procAttacker, procVictim, procEx, addhealth, m_attackType, m_spellInfo, m_canTrigger);
int32 gain = unitTarget->ModifyHealth( int32(addhealth) ); int32 gain = unitTarget->ModifyHealth( int32(addhealth) );
@@ -1043,8 +1043,8 @@ void Spell::DoAllEffectOnTarget(TargetInfo *target)
procVictim |= PROC_FLAG_TAKEN_ANY_DAMAGE; procVictim |= PROC_FLAG_TAKEN_ANY_DAMAGE;
// Do triggers for unit (reflect triggers passed on hit phase for correct drop charge) // Do triggers for unit (reflect triggers passed on hit phase for correct drop charge)
if (m_canTrigger && missInfo != SPELL_MISS_REFLECT) if (missInfo != SPELL_MISS_REFLECT)
caster->ProcDamageAndSpell(unitTarget, procAttacker, procVictim, procEx, damageInfo.damage, m_attackType, m_spellInfo); caster->ProcDamageAndSpell(unitTarget, procAttacker, procVictim, procEx, damageInfo.damage, m_attackType, m_spellInfo, m_canTrigger);
caster->DealSpellDamage(&damageInfo, true); caster->DealSpellDamage(&damageInfo, true);
@@ -1094,8 +1094,8 @@ void Spell::DoAllEffectOnTarget(TargetInfo *target)
SpellNonMeleeDamage damageInfo(caster, unitTarget, m_spellInfo->Id, m_spellSchoolMask); SpellNonMeleeDamage damageInfo(caster, unitTarget, m_spellInfo->Id, m_spellSchoolMask);
procEx = createProcExtendMask(&damageInfo, missInfo); procEx = createProcExtendMask(&damageInfo, missInfo);
// Do triggers for unit (reflect triggers passed on hit phase for correct drop charge) // Do triggers for unit (reflect triggers passed on hit phase for correct drop charge)
if (m_canTrigger && missInfo != SPELL_MISS_REFLECT) if (missInfo != SPELL_MISS_REFLECT)
caster->ProcDamageAndSpell(unit, procAttacker, procVictim, procEx, 0, m_attackType, m_spellInfo); caster->ProcDamageAndSpell(unit, procAttacker, procVictim, procEx, 0, m_attackType, m_spellInfo, m_canTrigger);
} }
// Call scripted function for AI if this spell is casted upon a creature (except pets) // Call scripted function for AI if this spell is casted upon a creature (except pets)
+3 -3
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@@ -1659,7 +1659,7 @@ void Unit::DealMeleeDamage(CalcDamageInfo *damageInfo, bool durabilityLoss)
} }
// Do effect if any damage done to target // Do effect if any damage done to target
if (damageInfo->damage) if (damageInfo->procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE)
{ {
// victim's damage shield // victim's damage shield
std::set<Aura*> alreadyDone; std::set<Aura*> alreadyDone;
@@ -4725,10 +4725,10 @@ void Unit::SendSpellNonMeleeDamageLog(Unit *target,uint32 SpellID,uint32 Damage,
SendMessageToSet( &data, true ); SendMessageToSet( &data, true );
} }
void Unit::ProcDamageAndSpell(Unit *pVictim, uint32 procAttacker, uint32 procVictim, uint32 procExtra, uint32 amount, WeaponAttackType attType, SpellEntry const *procSpell) void Unit::ProcDamageAndSpell(Unit *pVictim, uint32 procAttacker, uint32 procVictim, uint32 procExtra, uint32 amount, WeaponAttackType attType, SpellEntry const *procSpell, bool canTrigger)
{ {
// Not much to do if no flags are set. // Not much to do if no flags are set.
if (procAttacker) if (procAttacker && canTrigger)
ProcDamageAndSpellFor(false,pVictim,procAttacker, procExtra,attType, procSpell, amount); ProcDamageAndSpellFor(false,pVictim,procAttacker, procExtra,attType, procSpell, amount);
// Now go on with a victim's events'n'auras // Now go on with a victim's events'n'auras
// Not much to do if no flags are set or there is no victim // Not much to do if no flags are set or there is no victim
+1 -1
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@@ -946,7 +946,7 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
uint32 DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDamage = NULL, DamageEffectType damagetype = DIRECT_DAMAGE, SpellSchoolMask damageSchoolMask = SPELL_SCHOOL_MASK_NORMAL, SpellEntry const *spellProto = NULL, bool durabilityLoss = true); uint32 DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDamage = NULL, DamageEffectType damagetype = DIRECT_DAMAGE, SpellSchoolMask damageSchoolMask = SPELL_SCHOOL_MASK_NORMAL, SpellEntry const *spellProto = NULL, bool durabilityLoss = true);
void Kill(Unit *pVictim, bool durabilityLoss = true); void Kill(Unit *pVictim, bool durabilityLoss = true);
void ProcDamageAndSpell(Unit *pVictim, uint32 procAttacker, uint32 procVictim, uint32 procEx, uint32 amount, WeaponAttackType attType = BASE_ATTACK, SpellEntry const *procSpell = NULL); void ProcDamageAndSpell(Unit *pVictim, uint32 procAttacker, uint32 procVictim, uint32 procEx, uint32 amount, WeaponAttackType attType = BASE_ATTACK, SpellEntry const *procSpell = NULL, bool canTrigger = true);
void ProcDamageAndSpellFor( bool isVictim, Unit * pTarget, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, SpellEntry const * procSpell, uint32 damage ); void ProcDamageAndSpellFor( bool isVictim, Unit * pTarget, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, SpellEntry const * procSpell, uint32 damage );
void HandleEmoteCommand(uint32 anim_id); void HandleEmoteCommand(uint32 anim_id);