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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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@@ -757,20 +757,6 @@ struct CleanDamage
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struct CalcDamageInfo;
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struct SpellNonMeleeDamage;
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struct DelayedDamage
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{
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ObjectGuid attacker;
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ObjectGuid victim;
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uint32 damage;
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CleanDamage const* cleanDamage;
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DamageEffectType damagetype;
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SpellSchoolMask damageSchoolMask;
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SpellInfo const* spellProto;
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bool durabilityLoss;
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uint32 mapId;
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uint32 instanceId;
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};
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class DamageInfo
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{
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private:
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@@ -1572,7 +1558,7 @@ public:
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uint16 GetMaxSkillValueForLevel(Unit const* target = nullptr) const { return (target ? getLevelForTarget(target) : GetLevel()) * 5; }
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static void DealDamageMods(Unit const* victim, uint32& damage, uint32* absorb);
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static uint32 DealDamage(Unit* attacker, Unit* victim, uint32 damage, CleanDamage const* cleanDamage = nullptr, DamageEffectType damagetype = DIRECT_DAMAGE, SpellSchoolMask damageSchoolMask = SPELL_SCHOOL_MASK_NORMAL, SpellInfo const* spellProto = nullptr, bool durabilityLoss = true, bool allowGM = false, Spell const* spell = nullptr, bool delayed = false);
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static uint32 DealDamage(Unit* attacker, Unit* victim, uint32 damage, CleanDamage const* cleanDamage = nullptr, DamageEffectType damagetype = DIRECT_DAMAGE, SpellSchoolMask damageSchoolMask = SPELL_SCHOOL_MASK_NORMAL, SpellInfo const* spellProto = nullptr, bool durabilityLoss = true, bool allowGM = false, Spell const* spell = nullptr);
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static void Kill(Unit* killer, Unit* victim, bool durabilityLoss = true, WeaponAttackType attackType = BASE_ATTACK, SpellInfo const* spellProto = nullptr, Spell const* spell = nullptr);
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void KillSelf(bool durabilityLoss = true, WeaponAttackType attackType = BASE_ATTACK, SpellInfo const* spellProto = nullptr, Spell const* spell = nullptr) { Kill(this, this, durabilityLoss, attackType, spellProto, spell); };
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static int32 DealHeal(Unit* healer, Unit* victim, uint32 addhealth);
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