Core/Misc: Rename Unit::AttackedTarget to Unit::AtTargetAttacked to match naming scheme for these notifiers

(cherry picked from commit 632a300dd20aad9663392c2f21a8ed29ffee1ef7)
This commit is contained in:
Treeston
2021-12-12 00:33:18 +01:00
committed by Shauren
parent 35e55f1089
commit dabdad3b47
3 changed files with 26 additions and 26 deletions
+24 -24
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@@ -1970,7 +1970,7 @@ void Unit::AttackerStateUpdate(Unit* victim, WeaponAttackType attType, bool extr
if ((attType == BASE_ATTACK || attType == OFF_ATTACK) && !IsWithinLOSInMap(victim))
return;
AttackedTarget(victim, true);
AtTargetAttacked(victim, true);
RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::Attacking);
if (attType != BASE_ATTACK && attType != OFF_ATTACK)
@@ -7659,29 +7659,6 @@ void Unit::EngageWithTarget(Unit* enemy)
SetInCombatWith(enemy);
}
void Unit::AttackedTarget(Unit* target, bool canInitialAggro)
{
if (!target->IsEngaged() && !canInitialAggro)
return;
target->EngageWithTarget(this);
if (Unit* targetOwner = target->GetCharmerOrOwner())
targetOwner->EngageWithTarget(this);
//Patch 3.0.8: All player spells which cause a creature to become aggressive to you will now also immediately cause the creature to be tapped.
if (Creature* creature = target->ToCreature())
if (!creature->hasLootRecipient() && GetTypeId() == TYPEID_PLAYER)
creature->SetLootRecipient(this);
Player* myPlayerOwner = GetCharmerOrOwnerPlayerOrPlayerItself();
Player* targetPlayerOwner = target->GetCharmerOrOwnerPlayerOrPlayerItself();
if (myPlayerOwner && targetPlayerOwner && !(myPlayerOwner->duel && myPlayerOwner->duel->Opponent == targetPlayerOwner))
{
myPlayerOwner->UpdatePvP(true);
myPlayerOwner->SetContestedPvP(targetPlayerOwner);
myPlayerOwner->RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::PvPActive);
}
}
void Unit::SetImmuneToAll(bool apply, bool keepCombat)
{
if (apply)
@@ -8233,6 +8210,29 @@ void Unit::AtExitCombat()
RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::LeavingCombat);
}
void Unit::AtTargetAttacked(Unit* target, bool canInitialAggro)
{
if (!target->IsEngaged() && !canInitialAggro)
return;
target->EngageWithTarget(this);
if (Unit* targetOwner = target->GetCharmerOrOwner())
targetOwner->EngageWithTarget(this);
//Patch 3.0.8: All player spells which cause a creature to become aggressive to you will now also immediately cause the creature to be tapped.
if (Creature* creature = target->ToCreature())
if (!creature->hasLootRecipient() && GetTypeId() == TYPEID_PLAYER)
creature->SetLootRecipient(this);
Player* myPlayerOwner = GetCharmerOrOwnerPlayerOrPlayerItself();
Player* targetPlayerOwner = target->GetCharmerOrOwnerPlayerOrPlayerItself();
if (myPlayerOwner && targetPlayerOwner && !(myPlayerOwner->duel && myPlayerOwner->duel->Opponent == targetPlayerOwner))
{
myPlayerOwner->UpdatePvP(true);
myPlayerOwner->SetContestedPvP(targetPlayerOwner);
myPlayerOwner->RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags::PvPActive);
}
}
void Unit::UpdatePetCombatState()
{
ASSERT(!IsPet()); // player pets do not use UNIT_FLAG_PET_IN_COMBAT for this purpose - but player pets should also never have minions of their own to call this
+1 -1
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@@ -1107,7 +1107,7 @@ class TC_GAME_API Unit : public WorldObject
// Combat handling
CombatManager& GetCombatManager() { return m_combatManager; }
CombatManager const& GetCombatManager() const { return m_combatManager; }
void AttackedTarget(Unit* target, bool canInitialAggro);
void AtTargetAttacked(Unit* target, bool canInitialAggro);
bool IsImmuneToAll() const { return IsImmuneToPC() && IsImmuneToNPC(); }
void SetImmuneToAll(bool apply, bool keepCombat);
+1 -1
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@@ -2620,7 +2620,7 @@ void Spell::TargetInfo::DoDamageAndTriggers(Spell* spell)
if (MissCondition != SPELL_MISS_EVADE && _spellHitTarget && !spell->m_caster->IsFriendlyTo(unit) && (!spell->IsPositive() || spell->m_spellInfo->HasEffect(SPELL_EFFECT_DISPEL)))
{
if (Unit* unitCaster = spell->m_caster->ToUnit())
unitCaster->AttackedTarget(unit, spell->m_spellInfo->HasInitialAggro());
unitCaster->AtTargetAttacked(unit, spell->m_spellInfo->HasInitialAggro());
if (!unit->IsStandState())
unit->SetStandState(UNIT_STAND_STATE_STAND);