[svn] Send AttackStart package when update visibility.

Update DoMeleeAttackIfReady to support dual wield.
Show player modelid2 instead id3 of triggers. This should fix the bug that gameobject::castspell summon a human model.
Remove the correct flag to make creature attackable. This should fix the bug that Illidan and Magtheridon are unattackable.
Add NullCreatureAI for trinityscript.
Fix channeler's soul transfer.
Some update of black temple scripts.

--HG--
branch : trunk
This commit is contained in:
megamage
2008-11-09 14:54:13 -06:00
parent 2c83fc42fc
commit ee02a2fc84
11 changed files with 82 additions and 62 deletions
+2
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@@ -1282,4 +1282,6 @@ void GameObject::CastSpell(Unit* target, uint32 spell)
trigger->setFaction(14);
trigger->CastSpell(target, spell, true);
}
//trigger->setDeathState(JUST_DIED);
//trigger->RemoveCorpse();
}
+12 -2
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@@ -601,9 +601,19 @@ void Object::_BuildValuesUpdate(uint8 updatetype, ByteBuffer * data, UpdateMask
if(cinfo->flags_extra & CREATURE_FLAG_EXTRA_TRIGGER)
{
if(target->isGameMaster())
*data << cinfo->Modelid1;
{
if(cinfo->Modelid2)
*data << cinfo->Modelid1;
else
*data << 17519; // world invisible trigger's model
}
else
*data << cinfo->Modelid3;
{
if(cinfo->Modelid2)
*data << cinfo->Modelid2;
else
*data << 11686; // world invisible trigger's model
}
}
else
*data << m_uint32Values[ index ];
+18 -3
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@@ -16406,7 +16406,16 @@ void Player::HandleStealthedUnitsDetection()
// target aura duration for caster show only if target exist at caster client
// send data at target visibility change (adding to client)
if((*i)!=this && (*i)->isType(TYPEMASK_UNIT))
{
SendAuraDurationsForTarget(*i);
//if(((Unit*)(*i))->isAlive()) //should be always alive
{
if((*i)->GetTypeId()==TYPEID_UNIT)
((Creature*)(*i))->SendMonsterMoveWithSpeedToCurrentDestination(this);
if(((Unit*)(*i))->getVictim())
((Unit*)(*i))->SendAttackStart(((Unit*)(*i))->getVictim());
}
}
i = stealthedUnits.erase(i);
continue;
@@ -17386,10 +17395,16 @@ void Player::UpdateVisibilityOf(WorldObject* target)
// target aura duration for caster show only if target exist at caster client
// send data at target visibility change (adding to client)
if(target!=this && target->isType(TYPEMASK_UNIT))
{
SendAuraDurationsForTarget((Unit*)target);
if(target->GetTypeId()==TYPEID_UNIT && ((Creature*)target)->isAlive())
((Creature*)target)->SendMonsterMoveWithSpeedToCurrentDestination(this);
if(((Unit*)target)->isAlive())
{
if(target->GetTypeId()==TYPEID_UNIT)
((Creature*)target)->SendMonsterMoveWithSpeedToCurrentDestination(this);
if(((Unit*)target)->getVictim())
((Unit*)target)->SendAttackStart(((Unit*)target)->getVictim());
}
}
}
}
}
+1 -1
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@@ -1012,7 +1012,7 @@ void Spell::DoSpellHitOnUnit(Unit *unit, const uint32 effectMask)
{
// for delayed spells ignore negative spells (after duel end) for friendly targets
// TODO: this cause soul transfer bugged
if(m_spellInfo->speed > 0.0f && !IsPositiveSpell(m_spellInfo->Id))
if(m_spellInfo->speed > 0.0f && unit->GetTypeId() == TYPEID_PLAYER && !IsPositiveSpell(m_spellInfo->Id))
{
m_caster->SendSpellMiss(unit, m_spellInfo->Id, SPELL_MISS_EVADE);
return;
+2 -1
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@@ -942,6 +942,7 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
void DeMorph();
void SendAttackStart(Unit* pVictim);
void SendAttackStateUpdate(uint32 HitInfo, Unit *target, uint8 SwingType, SpellSchoolMask damageSchoolMask, uint32 Damage, uint32 AbsorbDamage, uint32 Resist, VictimState TargetState, uint32 BlockedAmount);
void SendSpellNonMeleeDamageLog(Unit *target,uint32 SpellID,uint32 Damage, SpellSchoolMask damageSchoolMask,uint32 AbsorbedDamage, uint32 Resist,bool PhysicalDamage, uint32 Blocked, bool CriticalHit = false);
void SendSpellMiss(Unit *target, uint32 spellID, SpellMissInfo missInfo);
@@ -1352,7 +1353,7 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
private:
void SendAttackStop(Unit* victim); // only from AttackStop(Unit*)
void SendAttackStart(Unit* pVictim); // only from Unit::AttackStart(Unit*)
//void SendAttackStart(Unit* pVictim); // only from Unit::AttackStart(Unit*)
void ProcDamageAndSpellFor( bool isVictim, Unit * pTarget, uint32 procFlag, AuraTypeSet const& procAuraTypes, WeaponAttackType attType, SpellEntry const * procSpell, uint32 damage, SpellSchoolMask damageSchoolMask );
bool HandleDummyAuraProc(Unit *pVictim, SpellEntry const *spellProto, uint32 effIndex, uint32 damage, Aura* triggredByAura, SpellEntry const * procSpell, uint32 procFlag,uint32 cooldown);