revert(Core/Player): Revert Delayed Damage System (#16246)

* Revert "fix(Core/Spells): Delayed Damage system (#16183)"

This reverts commit d282cce4af.

* Revert "fix: Crash on ProcessDelayedDamages (#16166)"

This reverts commit 3dbdea5e28.

* Revert "fix(core\player): Missing combat animation (#14199)"

This reverts commit a238e5e27b.
This commit is contained in:
Gultask
2023-05-13 13:50:27 -03:00
committed by GitHub
parent f2e01028cf
commit 64c7c99bda
9 changed files with 5 additions and 131 deletions

View File

@@ -812,14 +812,8 @@ void Unit::DealDamageMods(Unit const* victim, uint32& damage, uint32* absorb)
}
}
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)
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*/)
{
if (delayed && attacker && attacker->GetTypeId() == TYPEID_PLAYER && attacker->GetGUID() != victim->GetGUID())
{
sWorld->AddDelayedDamage(attacker->GetGUID(), victim->GetGUID(), damage, cleanDamage, damagetype, damageSchoolMask, spellProto, durabilityLoss, attacker->GetMapId(), attacker->GetInstanceId());
return 0;
}
// Xinef: initialize damage done for rage calculations
// Xinef: its rare to modify damage in hooks, however training dummy's sets damage to 0
uint32 rage_damage = damage + ((cleanDamage != nullptr) ? cleanDamage->absorbed_damage : 0);
@@ -1460,7 +1454,7 @@ void Unit::DealSpellDamage(SpellNonMeleeDamage* damageInfo, bool durabilityLoss,
// Call default DealDamage
CleanDamage cleanDamage(damageInfo->cleanDamage, damageInfo->absorb, BASE_ATTACK, MELEE_HIT_NORMAL);
Unit::DealDamage(this, victim, damageInfo->damage, &cleanDamage, SPELL_DIRECT_DAMAGE, SpellSchoolMask(damageInfo->schoolMask), spellProto, durabilityLoss, false, spell, true);
Unit::DealDamage(this, victim, damageInfo->damage, &cleanDamage, SPELL_DIRECT_DAMAGE, SpellSchoolMask(damageInfo->schoolMask), spellProto, durabilityLoss, false, spell);
}
// @todo for melee need create structure as in