[7709] Cleanups in AI()->AttackedBy use.

* Remove redundent AI()->AttackedBy call at melee cast in state update (called in cast)
* Move attacks state update call after first attack instead after all extra attack state updates.
This commit is contained in:
VladimirMangos 2009-04-24 18:49:42 +04:00
parent 226bdca199
commit 5d9516354e
2 changed files with 5 additions and 10 deletions

View file

@ -1970,11 +1970,6 @@ void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool ex
--m_extraAttacks;
}
}
// if damage pVictim call AI reaction
if(pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI())
((Creature*)pVictim)->AI()->AttackedBy(this);
return;
}
@ -1995,6 +1990,10 @@ void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool ex
DEBUG_LOG("AttackerStateUpdate: (NPC) %u attacked %u (TypeId: %u) for %u dmg, absorbed %u, blocked %u, resisted %u.",
GetGUIDLow(), pVictim->GetGUIDLow(), pVictim->GetTypeId(), damageInfo.damage, damageInfo.absorb, damageInfo.blocked_amount, damageInfo.resist);
// if damage pVictim call AI reaction
if(pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI())
((Creature*)pVictim)->AI()->AttackedBy(this);
// extra attack only at any non extra attack (normal case)
if(!extra && extraAttacks)
{
@ -2005,10 +2004,6 @@ void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool ex
--m_extraAttacks;
}
}
// if damage pVictim call AI reaction
if(pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI())
((Creature*)pVictim)->AI()->AttackedBy(this);
}
MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(const Unit *pVictim, WeaponAttackType attType) const