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revert(Core/Player): Revert Delayed Damage System (#16246)
* Revert "fix(Core/Spells): Delayed Damage system (#16183)" This reverts commitd282cce4af. * Revert "fix: Crash on ProcessDelayedDamages (#16166)" This reverts commit3dbdea5e28. * Revert "fix(core\player): Missing combat animation (#14199)" This reverts commita238e5e27b.
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@@ -812,14 +812,8 @@ void Unit::DealDamageMods(Unit const* victim, uint32& damage, uint32* absorb)
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}
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}
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uint32 Unit::DealDamage(Unit* attacker, Unit* victim, uint32 damage, CleanDamage const* cleanDamage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask, SpellInfo const* spellProto, bool durabilityLoss, bool /*allowGM*/, Spell const* damageSpell /*= nullptr*/, bool delayed)
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uint32 Unit::DealDamage(Unit* attacker, Unit* victim, uint32 damage, CleanDamage const* cleanDamage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask, SpellInfo const* spellProto, bool durabilityLoss, bool /*allowGM*/, Spell const* damageSpell /*= nullptr*/)
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{
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if (delayed && attacker && attacker->GetTypeId() == TYPEID_PLAYER && attacker->GetGUID() != victim->GetGUID())
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{
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sWorld->AddDelayedDamage(attacker->GetGUID(), victim->GetGUID(), damage, cleanDamage, damagetype, damageSchoolMask, spellProto, durabilityLoss, attacker->GetMapId(), attacker->GetInstanceId());
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return 0;
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}
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// Xinef: initialize damage done for rage calculations
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// Xinef: its rare to modify damage in hooks, however training dummy's sets damage to 0
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uint32 rage_damage = damage + ((cleanDamage != nullptr) ? cleanDamage->absorbed_damage : 0);
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@@ -1460,7 +1454,7 @@ void Unit::DealSpellDamage(SpellNonMeleeDamage* damageInfo, bool durabilityLoss,
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// Call default DealDamage
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CleanDamage cleanDamage(damageInfo->cleanDamage, damageInfo->absorb, BASE_ATTACK, MELEE_HIT_NORMAL);
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Unit::DealDamage(this, victim, damageInfo->damage, &cleanDamage, SPELL_DIRECT_DAMAGE, SpellSchoolMask(damageInfo->schoolMask), spellProto, durabilityLoss, false, spell, true);
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Unit::DealDamage(this, victim, damageInfo->damage, &cleanDamage, SPELL_DIRECT_DAMAGE, SpellSchoolMask(damageInfo->schoolMask), spellProto, durabilityLoss, false, spell);
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}
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// @todo for melee need create structure as in
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