[7709] Cleanups in AI()->AttackedBy use. Author: VladimirMangos
* Remove redundent AI()->AttackedBy call at melee cast in state update (called in cast)
* Move attacks state update call after first attack instead after all extra attack state updates.
--HG--
branch : trunk
This commit is contained in:
+4
-9
@@ -2283,11 +2283,6 @@ void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool ex
|
|||||||
--m_extraAttacks;
|
--m_extraAttacks;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// if damage pVictim call AI reaction
|
|
||||||
//if(pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI())
|
|
||||||
// ((Creature*)pVictim)->AI()->AttackedBy(this);
|
|
||||||
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -2308,6 +2303,10 @@ void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool ex
|
|||||||
DEBUG_LOG("AttackerStateUpdate: (NPC) %u attacked %u (TypeId: %u) for %u dmg, absorbed %u, blocked %u, resisted %u.",
|
DEBUG_LOG("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);
|
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 && ((Creature*)pVictim)->AI())
|
||||||
|
// ((Creature*)pVictim)->AI()->AttackedBy(this);
|
||||||
|
|
||||||
// extra attack only at any non extra attack (normal case)
|
// extra attack only at any non extra attack (normal case)
|
||||||
if(!extra && extraAttacks)
|
if(!extra && extraAttacks)
|
||||||
{
|
{
|
||||||
@@ -2318,10 +2317,6 @@ void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool ex
|
|||||||
--m_extraAttacks;
|
--m_extraAttacks;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// if damage pVictim call AI reaction
|
|
||||||
//if(pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI())
|
|
||||||
// ((Creature*)pVictim)->AI()->AttackedBy(this);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(const Unit *pVictim, WeaponAttackType attType) const
|
MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(const Unit *pVictim, WeaponAttackType attType) const
|
||||||
|
|||||||
Reference in New Issue
Block a user