[7801] Apply damage mods from scripts or target state not in DealDamage but in new function before send data to client. Author: VladimirMangos

* Fixed bug with health decrease (client side visual bug) at spell damage by target with AI::DamageTaken damage set to 0
    * Fixed bug with ignore .die command and instant kill damage in some cases.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-05-08 19:20:28 -05:00
parent b7b7262c7c
commit bd33ebf6d3
7 changed files with 77 additions and 24 deletions
+1
View File
@@ -1073,6 +1073,7 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
uint16 GetMaxSkillValueForLevel(Unit const* target = NULL) const { return (target ? getLevelForTarget(target) : getLevel()) * 5; }
void RemoveSpellbyDamageTaken(uint32 damage, uint32 spell);
void DealDamageMods(Unit *pVictim, uint32 &damage, uint32* absorb);
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);
int32 DealHeal(Unit *pVictim, uint32 addhealth, SpellEntry const *spellProto, bool critical = false);