New hooks OnAfterUpdateMaxPower and OnBeforeRollMeleeOutcomeAgainst

This commit is contained in:
Matteo Emili
2017-01-21 14:10:00 +01:00
committed by Yehonal
parent f6be52ab40
commit a67c6eeddf
4 changed files with 38 additions and 8 deletions

View File

@@ -2184,13 +2184,15 @@ MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(const Unit* victim, WeaponAttackTy
float parry_chance = victim->GetUnitParryChance();
// Useful if want to specify crit & miss chances for melee, else it could be removed
;//sLog->outStaticDebug("MELEE OUTCOME: miss %f crit %f dodge %f parry %f block %f", miss_chance, crit_chance, dodge_chance, parry_chance, block_chance);
//sLog->outStaticDebug("MELEE OUTCOME: miss %f crit %f dodge %f parry %f block %f", miss_chance, crit_chance, dodge_chance, parry_chance, block_chance);
return RollMeleeOutcomeAgainst(victim, attType, int32(crit_chance*100), int32(miss_chance*100), int32(dodge_chance*100), int32(parry_chance*100), int32(block_chance*100));
return RollMeleeOutcomeAgainst(victim, attType, int32(crit_chance * 100), int32(miss_chance * 100), int32(dodge_chance * 100), int32(parry_chance * 100), int32(block_chance * 100));
}
MeleeHitOutcome Unit::RollMeleeOutcomeAgainst (const Unit* victim, WeaponAttackType attType, int32 crit_chance, int32 miss_chance, int32 dodge_chance, int32 parry_chance, int32 block_chance) const
MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(const Unit* victim, WeaponAttackType attType, int32 crit_chance, int32 miss_chance, int32 dodge_chance, int32 parry_chance, int32 block_chance) const
{
sScriptMgr->OnBeforeRollMeleeOutcomeAgainst(this, victim, attType, crit_chance, miss_chance, dodge_chance, parry_chance, block_chance);
if (victim->GetTypeId() == TYPEID_UNIT && victim->ToCreature()->IsInEvadeMode())
return MELEE_HIT_EVADE;
@@ -2205,15 +2207,15 @@ MeleeHitOutcome Unit::RollMeleeOutcomeAgainst (const Unit* victim, WeaponAttackT
int32 sum = 0, tmp = 0;
int32 roll = urand (0, 10000);
;//sLog->outStaticDebug ("RollMeleeOutcomeAgainst: skill bonus of %d for attacker", skillBonus);
;//sLog->outStaticDebug ("RollMeleeOutcomeAgainst: rolled %d, miss %d, dodge %d, parry %d, block %d, crit %d",
//sLog->outStaticDebug ("RollMeleeOutcomeAgainst: skill bonus of %d for attacker", skillBonus);
//sLog->outStaticDebug ("RollMeleeOutcomeAgainst: rolled %d, miss %d, dodge %d, parry %d, block %d, crit %d",
// roll, miss_chance, dodge_chance, parry_chance, block_chance, crit_chance);
tmp = miss_chance;
if (tmp > 0 && roll < (sum += tmp))
{
;//sLog->outStaticDebug ("RollMeleeOutcomeAgainst: MISS");
//sLog->outStaticDebug ("RollMeleeOutcomeAgainst: MISS");
return MELEE_HIT_MISS;
}
@@ -2229,7 +2231,7 @@ MeleeHitOutcome Unit::RollMeleeOutcomeAgainst (const Unit* victim, WeaponAttackT
// only players can't dodge if attacker is behind
if (victim->GetTypeId() == TYPEID_PLAYER && !victim->HasInArc(M_PI, this) && !victim->HasAuraType(SPELL_AURA_IGNORE_HIT_DIRECTION))
{
;//sLog->outStaticDebug ("RollMeleeOutcomeAgainst: attack came from behind and victim was a player.");
//sLog->outStaticDebug ("RollMeleeOutcomeAgainst: attack came from behind and victim was a player.");
}
// Xinef: do not allow to dodge with CREATURE_FLAG_EXTRA_NO_DODGE flag
else if (victim->GetTypeId() == TYPEID_PLAYER || !(victim->ToCreature()->GetCreatureTemplate()->flags_extra & CREATURE_FLAG_EXTRA_NO_DODGE))