[8446] Update ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING only for real alive cases. Author: Opterman

This fix problem with temporary "alive" cases for prist talent for example.

    Signed-off-by: VladimirMangos <[email protected]>

    * Use final damage for check
    * Also fix CMSG_REPOP_REQUEST read warning spam.

--HG--
branch : trunk
This commit is contained in:
megamage
2009-09-02 16:24:41 -05:00
parent 790c5348a3
commit ca514fde80
3 changed files with 13 additions and 8 deletions
+3 -1
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@@ -48,10 +48,12 @@
#include "Vehicle.h"
#include "CreatureAI.h"
void WorldSession::HandleRepopRequestOpcode( WorldPacket & /*recv_data*/ )
void WorldSession::HandleRepopRequestOpcode( WorldPacket & recv_data )
{
sLog.outDebug( "WORLD: Recvd CMSG_REPOP_REQUEST Message" );
recv_data.read_skip<uint8>();
if(GetPlayer()->isAlive()||GetPlayer()->HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
return;
+9 -6
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@@ -874,10 +874,10 @@ void Player::StopMirrorTimer(MirrorTimerType Type)
GetSession()->SendPacket( &data );
}
void Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage)
uint32 Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage)
{
if(!isAlive() || isGameMaster())
return;
return 0;
// Absorb, resist some environmental damage type
uint32 absorb = 0;
@@ -899,7 +899,7 @@ void Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage)
data << uint32(resist);
SendMessageToSet(&data, true);
DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
uint32 final_damage = DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
if(!isAlive())
{
@@ -914,6 +914,8 @@ void Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage)
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM, 1, type);
}
return final_damage;
}
int32 Player::getMaxTimer(MirrorTimerType timer)
@@ -21129,10 +21131,11 @@ void Player::HandleFall(MovementInfo const& movementInfo)
if (HasAura(43621))
damage = GetMaxHealth()/2;
EnvironmentalDamage(DAMAGE_FALL, damage);
uint32 original_health = GetHealth();
uint32 final_damage = EnvironmentalDamage(DAMAGE_FALL, damage);
// recheck alive, might have died of EnvironmentalDamage
if (damage < GetHealth())
// recheck alive, might have died of EnvironmentalDamage, avoid cases when player die in fact like Spirit of Redemption case
if (isAlive() && final_damage < original_health)
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING, uint32(z_diff*100));
}
+1 -1
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@@ -2038,7 +2038,7 @@ class MANGOS_DLL_SPEC Player : public Unit
/*** ENVIROMENTAL SYSTEM ***/
/*********************************************************/
void EnvironmentalDamage(EnviromentalDamage type, uint32 damage);
uint32 EnvironmentalDamage(EnviromentalDamage type, uint32 damage);
/*********************************************************/
/*** FLOOD FILTER SYSTEM ***/