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[6890] Implemented more correct way of calculating fall damage by using fall distance and not fall time. Thanks to DasMy for finding an appropriate formula
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3 changed files with 14 additions and 9 deletions
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@ -290,22 +290,24 @@ void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
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// fall damage generation (ignore in flight case that can be triggered also at lags in moment teleportation to another map).
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if (recv_data.GetOpcode() == MSG_MOVE_FALL_LAND && !GetPlayer()->isInFlight())
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{
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// calculate total z distance of the fall
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float z_diff = GetPlayer()->m_fallMovementInfo.z - movementInfo.z;
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sLog.outDebug("zDiff = %f", z_diff);
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Player *target = GetPlayer();
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//Players with Feather Fall or low fall time, or physical immunity (charges used) are ignored
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if (movementInfo.fallTime > 1100 && !target->isDead() && !target->isGameMaster() &&
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//Players with Feather Fall or physical immunity (charges used) are ignored
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if (!target->isDead() && !target->isGameMaster() &&
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!target->HasAuraType(SPELL_AURA_HOVER) && !target->HasAuraType(SPELL_AURA_FEATHER_FALL) &&
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!target->HasAuraType(SPELL_AURA_FLY) && !target->IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL,true) )
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{
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//Safe fall, fall time reduction
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//Safe fall, fall height reduction
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int32 safe_fall = target->GetTotalAuraModifier(SPELL_AURA_SAFE_FALL);
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uint32 fall_time = (movementInfo.fallTime > (safe_fall*10)) ? movementInfo.fallTime - (safe_fall*10) : 0;
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if(fall_time > 1100) //Prevent damage if fall time < 1100
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float damageperc = 0.018f*(z_diff-safe_fall)-0.2426f;
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if(damageperc >0 )
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{
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//Fall Damage calculation
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float fallperc = float(fall_time)/1100;
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uint32 damage = (uint32)(((fallperc*fallperc -1) / 9 * target->GetMaxHealth())*sWorld.getRate(RATE_DAMAGE_FALL));
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uint32 damage = (uint32)(damageperc * target->GetMaxHealth()*sWorld.getRate(RATE_DAMAGE_FALL));
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float height = movementInfo.z;
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target->UpdateGroundPositionZ(movementInfo.x,movementInfo.y,height);
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@ -359,6 +361,8 @@ void WorldSession::HandleMovementOpcodes( WorldPacket & recv_data )
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GetPlayer()->SetPosition(movementInfo.x, movementInfo.y, movementInfo.z, movementInfo.o);
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GetPlayer()->m_movementInfo = movementInfo;
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if (GetPlayer()->m_fallMovementInfo.fallTime >= movementInfo.fallTime || GetPlayer()->m_fallMovementInfo.z <=movementInfo.z)
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GetPlayer()->m_fallMovementInfo = movementInfo;
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if(GetPlayer()->isMovingOrTurning())
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GetPlayer()->RemoveSpellsCausingAura(SPELL_AURA_FEIGN_DEATH);
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@ -1910,6 +1910,7 @@ class MANGOS_DLL_SPEC Player : public Unit
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/*** VARIOUS SYSTEMS ***/
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/*********************************************************/
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MovementInfo m_movementInfo;
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MovementInfo m_fallMovementInfo;
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bool isMoving() const { return HasUnitMovementFlag(movementFlagsMask); }
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bool isMovingOrTurning() const { return HasUnitMovementFlag(movementOrTurningFlagsMask); }
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "6889"
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#define REVISION_NR "6890"
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#endif // __REVISION_NR_H__
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