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[12069] Cleanup comment style
This commit is contained in:
parent
5efb3867f5
commit
835d1c7479
205 changed files with 2835 additions and 2835 deletions
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@ -210,9 +210,9 @@ Unit::Unit() :
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m_castCounter = 0;
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//m_Aura = NULL;
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//m_AurasCheck = 2000;
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//m_removeAuraTimer = 4;
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// m_Aura = NULL;
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// m_AurasCheck = 2000;
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// m_removeAuraTimer = 4;
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m_spellAuraHoldersUpdateIterator = m_spellAuraHolders.end();
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m_AuraFlags = 0;
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@ -254,7 +254,7 @@ Unit::Unit() :
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m_CombatTimer = 0;
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m_lastManaUseTimer = 0;
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//m_victimThreat = 0.0f;
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// m_victimThreat = 0.0f;
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for (int i = 0; i < MAX_SPELL_SCHOOL; ++i)
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m_threatModifier[i] = 1.0f;
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m_isSorted = true;
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@ -507,8 +507,8 @@ void Unit::DealDamageMods(Unit* pVictim, uint32& damage, uint32* absorb)
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return;
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}
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//You don't lose health from damage taken from another player while in a sanctuary
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//You still see it in the combat log though
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// You don't lose health from damage taken from another player while in a sanctuary
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// You still see it in the combat log though
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if (!IsAllowedDamageInArea(pVictim))
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{
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if (absorb)
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@ -518,10 +518,10 @@ void Unit::DealDamageMods(Unit* pVictim, uint32& damage, uint32* absorb)
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uint32 originalDamage = damage;
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//Script Event damage Deal
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// Script Event damage Deal
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if (GetTypeId() == TYPEID_UNIT && ((Creature*)this)->AI())
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((Creature*)this)->AI()->DamageDeal(pVictim, damage);
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//Script Event damage taken
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// Script Event damage taken
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if (pVictim->GetTypeId() == TYPEID_UNIT && ((Creature*)pVictim)->AI())
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((Creature*)pVictim)->AI()->DamageTaken(this, damage);
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@ -588,7 +588,7 @@ uint32 Unit::DealDamage(Unit* pVictim, uint32 damage, CleanDamage const* cleanDa
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duel_hasEnded = true;
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}
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//Get in CombatState
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// Get in CombatState
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if (pVictim != this && damagetype != DOT)
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{
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SetInCombatWith(pVictim);
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@ -692,9 +692,9 @@ uint32 Unit::DealDamage(Unit* pVictim, uint32 damage, CleanDamage const* cleanDa
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{
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player_tap->ProcDamageAndSpell(pVictim, PROC_FLAG_KILL, PROC_FLAG_KILLED, PROC_EX_NONE, 0);
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WorldPacket data(SMSG_PARTYKILLLOG, (8 + 8)); //send event PARTY_KILL
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data << player_tap->GetObjectGuid(); //player with killing blow
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data << pVictim->GetObjectGuid(); //victim
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WorldPacket data(SMSG_PARTYKILLLOG, (8 + 8)); // send event PARTY_KILL
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data << player_tap->GetObjectGuid(); // player with killing blow
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data << pVictim->GetObjectGuid(); // victim
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if (group_tap)
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group_tap->BroadcastPacket(&data, false, group_tap->GetMemberGroup(player_tap->GetObjectGuid()), player_tap->GetObjectGuid());
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@ -750,7 +750,7 @@ uint32 Unit::DealDamage(Unit* pVictim, uint32 damage, CleanDamage const* cleanDa
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if (!ressSpellId)
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ressSpellId = ((Player*)pVictim)->GetResurrectionSpellId();
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//Remove all expected to remove at death auras (most important negative case like DoT or periodic triggers)
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// Remove all expected to remove at death auras (most important negative case like DoT or periodic triggers)
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pVictim->RemoveAllAurasOnDeath();
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// restore for use at real death
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@ -846,7 +846,7 @@ uint32 Unit::DealDamage(Unit* pVictim, uint32 damage, CleanDamage const* cleanDa
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if (!getVictim())
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{
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// if not have main target then attack state with target (including AI call)
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//start melee attacks only after melee hit
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// start melee attacks only after melee hit
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Attack(pVictim, (damagetype == DIRECT_DAMAGE));
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}
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@ -936,7 +936,7 @@ uint32 Unit::DealDamage(Unit* pVictim, uint32 damage, CleanDamage const* cleanDa
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uint32 channelInterruptFlags = spell->m_spellInfo->ChannelInterruptFlags;
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if (channelInterruptFlags & CHANNEL_FLAG_DELAY)
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{
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if (pVictim != this) //don't shorten the duration of channeling if you damage yourself
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if (pVictim != this) // don't shorten the duration of channeling if you damage yourself
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spell->DelayedChannel();
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}
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else if ((channelInterruptFlags & (CHANNEL_FLAG_DAMAGE | CHANNEL_FLAG_DAMAGE2)))
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@ -1302,7 +1302,7 @@ void Unit::CalculateSpellDamage(SpellNonMeleeDamage* damageInfo, int32 damage, S
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case SPELL_DAMAGE_CLASS_RANGED:
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case SPELL_DAMAGE_CLASS_MELEE:
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{
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//Calculate damage bonus
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// Calculate damage bonus
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damage = MeleeDamageBonusDone(pVictim, damage, attackType, spellInfo, SPELL_DIRECT_DAMAGE);
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damage = pVictim->MeleeDamageBonusTaken(this, damage, attackType, spellInfo, SPELL_DIRECT_DAMAGE);
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@ -1383,8 +1383,8 @@ void Unit::DealSpellDamage(SpellNonMeleeDamage* damageInfo, bool durabilityLoss)
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return;
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}
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//You don't lose health from damage taken from another player while in a sanctuary
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//You still see it in the combat log though
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// You don't lose health from damage taken from another player while in a sanctuary
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// You still see it in the combat log though
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if (!IsAllowedDamageInArea(pVictim))
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return;
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@ -1393,7 +1393,7 @@ void Unit::DealSpellDamage(SpellNonMeleeDamage* damageInfo, bool durabilityLoss)
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DealDamage(pVictim, damageInfo->damage, &cleanDamage, SPELL_DIRECT_DAMAGE, damageInfo->schoolMask, spellProto, durabilityLoss);
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}
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//TODO for melee need create structure as in
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// TODO for melee need create structure as in
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void Unit::CalculateMeleeDamage(Unit* pVictim, uint32 damage, CalcDamageInfo* damageInfo, WeaponAttackType attackType)
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{
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damageInfo->attacker = this;
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@ -1574,7 +1574,7 @@ void Unit::CalculateMeleeDamage(Unit* pVictim, uint32 damage, CalcDamageInfo* da
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damageInfo->HitInfo |= HITINFO_GLANCING;
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damageInfo->TargetState = VICTIMSTATE_NORMAL;
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damageInfo->procEx |= PROC_EX_NORMAL_HIT;
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float reducePercent = 1.0f; //damage factor
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float reducePercent = 1.0f; // damage factor
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// calculate base values and mods
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float baseLowEnd = 1.3f;
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float baseHighEnd = 1.2f;
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@ -1595,7 +1595,7 @@ void Unit::CalculateMeleeDamage(Unit* pVictim, uint32 damage, CalcDamageInfo* da
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{
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case CLASS_WARRIOR:
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case CLASS_ROGUE:
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maxLowEnd = 0.91f; //If the attacker is a melee class then instead the lower value of 0.91
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maxLowEnd = 0.91f; // If the attacker is a melee class then instead the lower value of 0.91
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}
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// calculate values
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@ -1604,12 +1604,12 @@ void Unit::CalculateMeleeDamage(Unit* pVictim, uint32 damage, CalcDamageInfo* da
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float highEnd = baseHighEnd - (0.03f * diff);
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// apply max/min bounds
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if (lowEnd < 0.01f) //the low end must not go bellow 0.01f
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if (lowEnd < 0.01f) // the low end must not go bellow 0.01f
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lowEnd = 0.01f;
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else if (lowEnd > maxLowEnd) //the smaller value of this and 0.6 is kept as the low end
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else if (lowEnd > maxLowEnd) // the smaller value of this and 0.6 is kept as the low end
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lowEnd = maxLowEnd;
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if (highEnd < 0.2f) //high end limits
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if (highEnd < 0.2f) // high end limits
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highEnd = 0.2f;
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if (highEnd > 0.99f)
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highEnd = 0.99f;
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@ -1683,8 +1683,8 @@ void Unit::DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss)
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if (!pVictim->isAlive() || pVictim->IsTaxiFlying() || (pVictim->GetTypeId() == TYPEID_UNIT && ((Creature*)pVictim)->IsInEvadeMode()))
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return;
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//You don't lose health from damage taken from another player while in a sanctuary
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//You still see it in the combat log though
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// You don't lose health from damage taken from another player while in a sanctuary
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// You still see it in the combat log though
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if (!IsAllowedDamageInArea(pVictim))
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return;
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@ -1742,7 +1742,7 @@ void Unit::DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss)
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// 20% base chance
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float Probability = 20.0f;
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//there is a newbie protection, at level 10 just 7% base chance; assuming linear function
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// there is a newbie protection, at level 10 just 7% base chance; assuming linear function
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if (pVictim->getLevel() < 30)
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Probability = 0.65f * pVictim->getLevel() + 0.5f;
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@ -1775,11 +1775,11 @@ void Unit::DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss)
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alreadyDone.insert(*i);
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uint32 damage = (*i)->GetModifier()->m_amount;
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SpellEntry const* i_spellProto = (*i)->GetSpellProto();
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//Calculate absorb resist ??? no data in opcode for this possibly unable to absorb or resist?
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//uint32 absorb;
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//uint32 resist;
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//CalcAbsorbResist(pVictim, SpellSchools(spellProto->School), SPELL_DIRECT_DAMAGE, damage, &absorb, &resist);
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//damage-=absorb + resist;
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// Calculate absorb resist ??? no data in opcode for this possibly unable to absorb or resist?
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// uint32 absorb;
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// uint32 resist;
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// CalcAbsorbResist(pVictim, SpellSchools(spellProto->School), SPELL_DIRECT_DAMAGE, damage, &absorb, &resist);
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// damage-=absorb + resist;
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pVictim->DealDamageMods(this, damage, NULL);
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@ -2033,7 +2033,7 @@ void Unit::CalculateDamageAbsorbAndResist(Unit* pCaster, SpellSchoolMask schoolM
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// Astral Shift
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if (spellProto->SpellIconID == 3066)
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{
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//reduces all damage taken while stun, fear or silence
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// reduces all damage taken while stun, fear or silence
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if (unitflag & (UNIT_FLAG_STUNNED | UNIT_FLAG_FLEEING | UNIT_FLAG_SILENCED))
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RemainingDamage -= RemainingDamage * currentAbsorb / 100;
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continue;
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@ -2050,7 +2050,7 @@ void Unit::CalculateDamageAbsorbAndResist(Unit* pCaster, SpellSchoolMask schoolM
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if (spellProto->SpellIconID == 3006)
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{
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// You have a chance equal to your Parry chance
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if (damagetype == SPELL_DIRECT_DAMAGE && // Only for direct spell damage
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if (damagetype == SPELL_DIRECT_DAMAGE &&// Only for direct spell damage
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roll_chance_f(GetUnitParryChance())) // Roll chance
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RemainingDamage -= RemainingDamage * currentAbsorb / 100;
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continue;
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@ -2068,7 +2068,7 @@ void Unit::CalculateDamageAbsorbAndResist(Unit* pCaster, SpellSchoolMask schoolM
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break;
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}
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if (spellProto->Id == 39228 || // Argussian Compass
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spellProto->Id == 60218) // Essence of Gossamer
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spellProto->Id == 60218) // Essence of Gossamer
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{
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// Max absorb stored in 1 dummy effect
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int32 max_absorb = spellProto->CalculateSimpleValue(EFFECT_INDEX_1);
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@ -2083,7 +2083,7 @@ void Unit::CalculateDamageAbsorbAndResist(Unit* pCaster, SpellSchoolMask schoolM
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// Primal Tenacity
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if (spellProto->SpellIconID == 2253)
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{
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//reduces all damage taken while Stunned and in Cat Form
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// reduces all damage taken while Stunned and in Cat Form
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if (GetShapeshiftForm() == FORM_CAT && (unitflag & UNIT_FLAG_STUNNED))
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RemainingDamage -= RemainingDamage * currentAbsorb / 100;
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continue;
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@ -2091,7 +2091,7 @@ void Unit::CalculateDamageAbsorbAndResist(Unit* pCaster, SpellSchoolMask schoolM
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// Moonkin Form passive
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if (spellProto->Id == 69366)
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{
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//reduces all damage taken while Stunned
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// reduces all damage taken while Stunned
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if (unitflag & UNIT_FLAG_STUNNED)
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RemainingDamage -= RemainingDamage * currentAbsorb / 100;
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continue;
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@ -2104,7 +2104,7 @@ void Unit::CalculateDamageAbsorbAndResist(Unit* pCaster, SpellSchoolMask schoolM
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if (spellProto->SpellIconID == 2109)
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{
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if (!preventDeathSpell &&
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GetTypeId() == TYPEID_PLAYER && // Only players
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GetTypeId() == TYPEID_PLAYER && // Only players
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!((Player*)this)->HasSpellCooldown(31231) &&
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// Only if no cooldown
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roll_chance_i((*i)->GetModifier()->m_amount))
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@ -2162,7 +2162,7 @@ void Unit::CalculateDamageAbsorbAndResist(Unit* pCaster, SpellSchoolMask schoolM
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// Astral Shift
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if (spellProto->SpellIconID == 3066)
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{
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//reduces all damage taken while stun, fear or silence
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// reduces all damage taken while stun, fear or silence
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if (unitflag & (UNIT_FLAG_STUNNED | UNIT_FLAG_FLEEING | UNIT_FLAG_SILENCED))
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RemainingDamage -= RemainingDamage * currentAbsorb / 100;
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continue;
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@ -2669,7 +2669,7 @@ MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(const Unit* pVictim, WeaponAttackT
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dodge_chance += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_COMBAT_RESULT_CHANCE, VICTIMSTATE_DODGE) * 100;
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tmp = dodge_chance;
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if ((tmp > 0) // check if unit _can_ dodge
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if ((tmp > 0) // check if unit _can_ dodge
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&& ((tmp -= skillBonus) > 0)
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&& roll < (sum += tmp))
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{
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@ -2692,7 +2692,7 @@ MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(const Unit* pVictim, WeaponAttackT
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{
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parry_chance -= skillBonus;
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//if (from_behind) -- only 100% currently and not 100% sure way value apply
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// if (from_behind) -- only 100% currently and not 100% sure way value apply
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// parry_chance = int32(parry_chance * (pVictim->GetTotalAuraMultiplier(SPELL_AURA_MOD_PARRY_FROM_BEHIND_PERCENT) - 1);
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if (parry_chance > 0 && // check if unit _can_ parry
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@ -2731,7 +2731,7 @@ MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(const Unit* pVictim, WeaponAttackT
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if (pVictim->GetTypeId() == TYPEID_PLAYER || !(((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_BLOCK))
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{
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tmp = block_chance;
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if ((tmp > 0) // check if unit _can_ block
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if ((tmp > 0) // check if unit _can_ block
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&& ((tmp -= skillBonus) > 0)
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&& (roll < (sum += tmp)))
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{
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@ -3001,7 +3001,7 @@ SpellMissInfo Unit::MeleeSpellHitResult(Unit* pVictim, SpellEntry const* spell)
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{
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int32 deflect_chance = pVictim->GetTotalAuraModifier(SPELL_AURA_DEFLECT_SPELLS) * 100;
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//if (from_behind) -- only 100% currently and not 100% sure way value apply
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// if (from_behind) -- only 100% currently and not 100% sure way value apply
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// deflect_chance = int32(deflect_chance * (pVictim->GetTotalAuraMultiplier(SPELL_AURA_MOD_PARRY_FROM_BEHIND_PERCENT) - 1);
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tmp += deflect_chance;
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@ -3076,7 +3076,7 @@ SpellMissInfo Unit::MeleeSpellHitResult(Unit* pVictim, SpellEntry const* spell)
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if (parryChance < 0)
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parryChance = 0;
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//if (from_behind) -- only 100% currently and not 100% sure way value apply
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// if (from_behind) -- only 100% currently and not 100% sure way value apply
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// parryChance = int32(parryChance * (pVictim->GetTotalAuraMultiplier(SPELL_AURA_MOD_PARRY_FROM_BEHIND_PERCENT) - 1));
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tmp += parryChance;
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@ -3163,7 +3163,7 @@ SpellMissInfo Unit::MagicSpellHitResult(Unit* pVictim, SpellEntry const* spell)
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{
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int32 deflect_chance = pVictim->GetTotalAuraModifier(SPELL_AURA_DEFLECT_SPELLS) * 100;
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//if (from_behind) -- only 100% currently and not 100% sure way value apply
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// if (from_behind) -- only 100% currently and not 100% sure way value apply
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// deflect_chance = int32(deflect_chance * (pVictim->GetTotalAuraMultiplier(SPELL_AURA_MOD_PARRY_FROM_BEHIND_PERCENT)) - 1);
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tmp += deflect_chance;
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@ -3498,7 +3498,7 @@ void Unit::_UpdateSpells(uint32 time)
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for (m_spellAuraHoldersUpdateIterator = m_spellAuraHolders.begin(); m_spellAuraHoldersUpdateIterator != m_spellAuraHolders.end();)
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{
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SpellAuraHolder* i_holder = m_spellAuraHoldersUpdateIterator->second;
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++m_spellAuraHoldersUpdateIterator; // need shift to next for allow update if need into aura update
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++m_spellAuraHoldersUpdateIterator; // need shift to next for allow update if need into aura update
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i_holder->UpdateHolder(time);
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}
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@ -3540,7 +3540,7 @@ void Unit::_UpdateAutoRepeatSpell()
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{
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bool isAutoShot = m_currentSpells[CURRENT_AUTOREPEAT_SPELL]->m_spellInfo->Id == SPELL_ID_AUTOSHOT;
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//check movement
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// check movement
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if (GetTypeId() == TYPEID_PLAYER && ((Player*)this)->isMoving())
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{
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// cancel wand shoot
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@ -3564,7 +3564,7 @@ void Unit::_UpdateAutoRepeatSpell()
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return;
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}
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//castroutine
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// castroutine
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if (isAttackReady(RANGED_ATTACK))
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{
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// Check if able to cast
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@ -4794,7 +4794,7 @@ void Unit::RemoveAura(Aura* Aur, AuraRemoveMode mode)
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// some ShapeshiftBoosts at remove trigger removing other auras including parent Shapeshift aura
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// remove aura from list before to prevent deleting it before
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///m_Auras.erase(i);
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/// m_Auras.erase(i);
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|
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DEBUG_FILTER_LOG(LOG_FILTER_SPELL_CAST, "Aura %u now is remove mode %d", Aur->GetModifier()->m_auraname, mode);
|
||||
|
||||
|
|
@ -4845,11 +4845,11 @@ void Unit::RemoveArenaAuras(bool onleave)
|
|||
{
|
||||
if (!iter->second->GetSpellProto()->HasAttribute(SPELL_ATTR_EX4_UNK21) &&
|
||||
// don't remove stances, shadowform, pally/hunter auras
|
||||
!iter->second->IsPassive() && // don't remove passive auras
|
||||
!iter->second->IsPassive() && // don't remove passive auras
|
||||
(!iter->second->GetSpellProto()->HasAttribute(SPELL_ATTR_UNAFFECTED_BY_INVULNERABILITY) ||
|
||||
!iter->second->GetSpellProto()->HasAttribute(SPELL_ATTR_UNK8)) &&
|
||||
// not unaffected by invulnerability auras or not having that unknown flag (that seemed the most probable)
|
||||
(iter->second->IsPositive() != onleave)) // remove positive buffs on enter, negative buffs on leave
|
||||
(iter->second->IsPositive() != onleave)) // remove positive buffs on enter, negative buffs on leave
|
||||
{
|
||||
RemoveSpellAuraHolder(iter->second);
|
||||
iter = m_spellAuraHolders.begin();
|
||||
|
|
@ -6474,7 +6474,7 @@ uint32 Unit::SpellDamageBonusDone(Unit* pVictim, SpellEntry const* spellProto, u
|
|||
if ((spellProto->SpellFamilyFlags & UI64LIT(0x0000900020200021)) &&
|
||||
(pVictim->HasAuraType(SPELL_AURA_MOD_DECREASE_SPEED) || pVictim->HasAuraType(SPELL_AURA_HASTE_ALL)))
|
||||
{
|
||||
//Search for Torment the weak dummy aura
|
||||
// Search for Torment the weak dummy aura
|
||||
Unit::AuraList const& ttw = GetAurasByType(SPELL_AURA_DUMMY);
|
||||
for (Unit::AuraList::const_iterator i = ttw.begin(); i != ttw.end(); ++i)
|
||||
{
|
||||
|
|
@ -6787,15 +6787,15 @@ bool Unit::IsSpellCrit(Unit* pVictim, SpellEntry const* spellProto, SpellSchoolM
|
|||
continue;
|
||||
switch ((*i)->GetModifier()->m_miscvalue)
|
||||
{
|
||||
case 849: //Shatter Rank 1
|
||||
case 849: // Shatter Rank 1
|
||||
if (pVictim->isFrozen() || IsIgnoreUnitState(spellProto, IGNORE_UNIT_TARGET_NON_FROZEN))
|
||||
crit_chance += 17.0f;
|
||||
break;
|
||||
case 910: //Shatter Rank 2
|
||||
case 910: // Shatter Rank 2
|
||||
if (pVictim->isFrozen() || IsIgnoreUnitState(spellProto, IGNORE_UNIT_TARGET_NON_FROZEN))
|
||||
crit_chance += 34.0f;
|
||||
break;
|
||||
case 911: //Shatter Rank 3
|
||||
case 911: // Shatter Rank 3
|
||||
if (pVictim->isFrozen() || IsIgnoreUnitState(spellProto, IGNORE_UNIT_TARGET_NON_FROZEN))
|
||||
crit_chance += 50.0f;
|
||||
break;
|
||||
|
|
@ -7092,7 +7092,7 @@ uint32 Unit::SpellHealingBonusDone(Unit* pVictim, SpellEntry const* spellProto,
|
|||
|
||||
if (ownHotCount)
|
||||
{
|
||||
DoneTotalMod *= 1.2f; // base bonus at HoTs
|
||||
DoneTotalMod *= 1.2f; // base bonus at HoTs
|
||||
|
||||
if (Aura* glyph = GetAura(62971, EFFECT_INDEX_0))// Glyph of Nourish
|
||||
DoneTotalMod *= (glyph->GetModifier()->m_amount * ownHotCount + 100.0f) / 100.0f;
|
||||
|
|
@ -7106,8 +7106,8 @@ uint32 Unit::SpellHealingBonusDone(Unit* pVictim, SpellEntry const* spellProto,
|
|||
{
|
||||
switch ((*i)->GetId())
|
||||
{
|
||||
case 34246: // Idol of the Emerald Queen TODO: can be flat modifier aura
|
||||
case 60779: // Idol of Lush Moss
|
||||
case 34246: // Idol of the Emerald Queen TODO: can be flat modifier aura
|
||||
case 60779: // Idol of Lush Moss
|
||||
DoneTotal += (*i)->GetModifier()->m_amount / 7;
|
||||
break;
|
||||
}
|
||||
|
|
@ -7248,8 +7248,8 @@ bool Unit::IsImmuneToSpell(SpellEntry const* spellInfo)
|
|||
if (!spellInfo)
|
||||
return false;
|
||||
|
||||
//TODO add spellEffect immunity checks!, player with flag in bg is immune to immunity buffs from other friendly players!
|
||||
//SpellImmuneList const& dispelList = m_spellImmune[IMMUNITY_EFFECT];
|
||||
// TODO add spellEffect immunity checks!, player with flag in bg is immune to immunity buffs from other friendly players!
|
||||
// SpellImmuneList const& dispelList = m_spellImmune[IMMUNITY_EFFECT];
|
||||
|
||||
SpellImmuneList const& dispelList = m_spellImmune[IMMUNITY_DISPEL];
|
||||
for (SpellImmuneList::const_iterator itr = dispelList.begin(); itr != dispelList.end(); ++itr)
|
||||
|
|
@ -7284,7 +7284,7 @@ bool Unit::IsImmuneToSpell(SpellEntry const* spellInfo)
|
|||
|
||||
bool Unit::IsImmuneToSpellEffect(SpellEntry const* spellInfo, SpellEffectIndex index) const
|
||||
{
|
||||
//If m_immuneToEffect type contain this effect type, IMMUNE effect.
|
||||
// If m_immuneToEffect type contain this effect type, IMMUNE effect.
|
||||
uint32 effect = spellInfo->Effect[index];
|
||||
SpellImmuneList const& effectList = m_spellImmune[IMMUNITY_EFFECT];
|
||||
for (SpellImmuneList::const_iterator itr = effectList.begin(); itr != effectList.end(); ++itr)
|
||||
|
|
@ -7314,8 +7314,8 @@ bool Unit::IsImmuneToSpellEffect(SpellEntry const* spellInfo, SpellEffectIndex i
|
|||
// Check for immune to application of harmful magical effects
|
||||
AuraList const& immuneAuraApply = GetAurasByType(SPELL_AURA_MOD_IMMUNE_AURA_APPLY_SCHOOL);
|
||||
if (!immuneAuraApply.empty() &&
|
||||
spellInfo->Dispel == DISPEL_MAGIC && // Magic debuff)
|
||||
!IsPositiveEffect(spellInfo, index)) // Harmful
|
||||
spellInfo->Dispel == DISPEL_MAGIC && // Magic debuff)
|
||||
!IsPositiveEffect(spellInfo, index)) // Harmful
|
||||
{
|
||||
// Check school
|
||||
SpellSchoolMask schoolMask = GetSpellSchoolMask(spellInfo);
|
||||
|
|
@ -7818,7 +7818,7 @@ void Unit::SetInCombatWith(Unit* enemy)
|
|||
return;
|
||||
}
|
||||
|
||||
//check for duel
|
||||
// check for duel
|
||||
if (eOwner->GetTypeId() == TYPEID_PLAYER && ((Player*)eOwner)->duel)
|
||||
{
|
||||
if (Player const* myOwner = GetCharmerOrOwnerPlayerOrPlayerItself())
|
||||
|
|
@ -8130,9 +8130,9 @@ bool Unit::isVisibleForOrDetect(Unit const* u, WorldObject const* viewPoint, boo
|
|||
|
||||
// NOW ONLY STEALTH CASE
|
||||
|
||||
//if in non-detect mode then invisible for unit
|
||||
//mobs always detect players (detect == true)... return 'false' for those mobs which have (detect == false)
|
||||
//players detect players only in Player::HandleStealthedUnitsDetection()
|
||||
// if in non-detect mode then invisible for unit
|
||||
// mobs always detect players (detect == true)... return 'false' for those mobs which have (detect == false)
|
||||
// players detect players only in Player::HandleStealthedUnitsDetection()
|
||||
if (!detect)
|
||||
return (u->GetTypeId() == TYPEID_PLAYER) ? ((Player*)u)->HaveAtClient(this) : false;
|
||||
|
||||
|
|
@ -8146,14 +8146,14 @@ bool Unit::isVisibleForOrDetect(Unit const* u, WorldObject const* viewPoint, boo
|
|||
if (IsWithinDist(u, 0.24f))
|
||||
return true;
|
||||
|
||||
//If a mob or player is stunned he will not be able to detect stealth
|
||||
// If a mob or player is stunned he will not be able to detect stealth
|
||||
if (u->hasUnitState(UNIT_STAT_STUNNED) && (u != this))
|
||||
return false;
|
||||
|
||||
// set max ditance
|
||||
float visibleDistance = (u->GetTypeId() == TYPEID_PLAYER) ? MAX_PLAYER_STEALTH_DETECT_RANGE : ((Creature const*)u)->GetAttackDistance(this);
|
||||
|
||||
//Always invisible from back (when stealth detection is on), also filter max distance cases
|
||||
// Always invisible from back (when stealth detection is on), also filter max distance cases
|
||||
bool isInFront = viewPoint->isInFrontInMap(this, visibleDistance);
|
||||
if (!isInFront)
|
||||
return false;
|
||||
|
|
@ -8161,22 +8161,22 @@ bool Unit::isVisibleForOrDetect(Unit const* u, WorldObject const* viewPoint, boo
|
|||
// if doesn't have stealth detection (Shadow Sight), then check how stealthy the unit is, otherwise just check los
|
||||
if (!u->HasAuraType(SPELL_AURA_DETECT_STEALTH))
|
||||
{
|
||||
//Calculation if target is in front
|
||||
// Calculation if target is in front
|
||||
|
||||
//Visible distance based on stealth value (stealth rank 4 300MOD, 10.5 - 3 = 7.5)
|
||||
// Visible distance based on stealth value (stealth rank 4 300MOD, 10.5 - 3 = 7.5)
|
||||
visibleDistance = 10.5f - (GetTotalAuraModifier(SPELL_AURA_MOD_STEALTH) / 100.0f);
|
||||
|
||||
//Visible distance is modified by
|
||||
// Visible distance is modified by
|
||||
//-Level Diff (every level diff = 1.0f in visible distance)
|
||||
visibleDistance += int32(u->GetLevelForTarget(this)) - int32(GetLevelForTarget(u));
|
||||
|
||||
//This allows to check talent tree and will add addition stealth dependent on used points)
|
||||
// This allows to check talent tree and will add addition stealth dependent on used points)
|
||||
int32 stealthMod = GetTotalAuraModifier(SPELL_AURA_MOD_STEALTH_LEVEL);
|
||||
if (stealthMod < 0)
|
||||
stealthMod = 0;
|
||||
|
||||
//-Stealth Mod(positive like Master of Deception) and Stealth Detection(negative like paranoia)
|
||||
//based on wowwiki every 5 mod we have 1 more level diff in calculation
|
||||
// based on wowwiki every 5 mod we have 1 more level diff in calculation
|
||||
visibleDistance += (int32(u->GetTotalAuraModifier(SPELL_AURA_MOD_STEALTH_DETECT)) - stealthMod) / 5.0f;
|
||||
visibleDistance = visibleDistance > MAX_PLAYER_STEALTH_DETECT_RANGE ? MAX_PLAYER_STEALTH_DETECT_RANGE : visibleDistance;
|
||||
|
||||
|
|
@ -8456,9 +8456,9 @@ void Unit::SetSpeedRate(UnitMoveType mtype, float rate, bool forced)
|
|||
|
||||
WorldPacket data(SetSpeed2Opc_table[mtype][1], 18);
|
||||
data << GetPackGUID();
|
||||
data << (uint32)0; // moveEvent, NUM_PMOVE_EVTS = 0x39
|
||||
data << (uint32)0; // moveEvent, NUM_PMOVE_EVTS = 0x39
|
||||
if (mtype == MOVE_RUN)
|
||||
data << uint8(0); // new 2.1.0
|
||||
data << uint8(0); // new 2.1.0
|
||||
data << float(GetSpeed(mtype));
|
||||
SendMessageToSet(&data, true);
|
||||
}
|
||||
|
|
@ -8673,16 +8673,16 @@ bool Unit::IsSecondChoiceTarget(Unit* pTarget, bool checkThreatArea) const
|
|||
|
||||
bool Unit::SelectHostileTarget()
|
||||
{
|
||||
//function provides main threat functionality
|
||||
//next-victim-selection algorithm and evade mode are called
|
||||
//threat list sorting etc.
|
||||
// function provides main threat functionality
|
||||
// next-victim-selection algorithm and evade mode are called
|
||||
// threat list sorting etc.
|
||||
|
||||
MANGOS_ASSERT(GetTypeId() == TYPEID_UNIT);
|
||||
|
||||
if (!this->isAlive())
|
||||
return false;
|
||||
|
||||
//This function only useful once AI has been initialized
|
||||
// This function only useful once AI has been initialized
|
||||
if (!((Creature*)this)->AI())
|
||||
return false;
|
||||
|
||||
|
|
@ -9079,7 +9079,7 @@ bool Unit::HandleStatModifier(UnitMods unitMod, UnitModifierType modifierType, f
|
|||
break;
|
||||
case BASE_PCT:
|
||||
case TOTAL_PCT:
|
||||
if (amount <= -100.0f) //small hack-fix for -100% modifiers
|
||||
if (amount <= -100.0f) // small hack-fix for -100% modifiers
|
||||
amount = -200.0f;
|
||||
|
||||
val = (100.0f + amount) / 100.0f;
|
||||
|
|
@ -9547,9 +9547,9 @@ void CharmInfo::InitEmptyActionBar()
|
|||
|
||||
void CharmInfo::InitPossessCreateSpells()
|
||||
{
|
||||
InitEmptyActionBar(); //charm action bar
|
||||
InitEmptyActionBar(); // charm action bar
|
||||
|
||||
if (m_unit->GetTypeId() == TYPEID_PLAYER) //possessed players don't have spells, keep the action bar empty
|
||||
if (m_unit->GetTypeId() == TYPEID_PLAYER) // possessed players don't have spells, keep the action bar empty
|
||||
return;
|
||||
|
||||
for (uint32 x = 0; x < CREATURE_MAX_SPELLS; ++x)
|
||||
|
|
@ -9563,7 +9563,7 @@ void CharmInfo::InitPossessCreateSpells()
|
|||
|
||||
void CharmInfo::InitCharmCreateSpells()
|
||||
{
|
||||
if (m_unit->GetTypeId() == TYPEID_PLAYER) //charmed players don't have spells
|
||||
if (m_unit->GetTypeId() == TYPEID_PLAYER) // charmed players don't have spells
|
||||
{
|
||||
InitEmptyActionBar();
|
||||
return;
|
||||
|
|
@ -9595,7 +9595,7 @@ void CharmInfo::InitCharmCreateSpells()
|
|||
SpellEntry const* spellInfo = sSpellStore.LookupEntry(spellId);
|
||||
|
||||
if (!spellInfo) onlyselfcast = false;
|
||||
for (uint32 i = 0; i < 3 && onlyselfcast; ++i) //nonexistent spell will not make any problems as onlyselfcast would be false -> break right away
|
||||
for (uint32 i = 0; i < 3 && onlyselfcast; ++i) // nonexistent spell will not make any problems as onlyselfcast would be false -> break right away
|
||||
{
|
||||
if (spellInfo->EffectImplicitTargetA[i] != TARGET_SELF && spellInfo->EffectImplicitTargetA[i] != 0)
|
||||
onlyselfcast = false;
|
||||
|
|
@ -9804,7 +9804,7 @@ void Unit::ProcDamageAndSpellFor(bool isVictim, Unit* pTarget, uint32 procFlag,
|
|||
// if victim and dodge attack
|
||||
if (procExtra & PROC_EX_DODGE)
|
||||
{
|
||||
//Update AURA_STATE on dodge
|
||||
// Update AURA_STATE on dodge
|
||||
if (getClass() != CLASS_ROGUE) // skip Rogue Riposte
|
||||
{
|
||||
ModifyAuraState(AURA_STATE_DEFENSE, true);
|
||||
|
|
@ -9833,7 +9833,7 @@ void Unit::ProcDamageAndSpellFor(bool isVictim, Unit* pTarget, uint32 procFlag,
|
|||
StartReactiveTimer(REACTIVE_DEFENSE);
|
||||
}
|
||||
}
|
||||
else //For attacker
|
||||
else // For attacker
|
||||
{
|
||||
// Overpower on victim dodge
|
||||
if (procExtra & PROC_EX_DODGE && GetTypeId() == TYPEID_PLAYER && getClass() == CLASS_WARRIOR)
|
||||
|
|
@ -10459,7 +10459,7 @@ float Unit::GetAPMultiplier(WeaponAttackType attType, bool normalized)
|
|||
|
||||
Item* Weapon = ((Player*)this)->GetWeaponForAttack(attType, true, false);
|
||||
if (!Weapon)
|
||||
return 2.4f; // fist attack
|
||||
return 2.4f; // fist attack
|
||||
|
||||
switch (Weapon->GetProto()->InventoryType)
|
||||
{
|
||||
|
|
@ -10903,7 +10903,7 @@ class RelocationNotifyEvent : public BasicEvent
|
|||
MaNGOS::PlayerRelocationNotifier notify((Player&)m_owner);
|
||||
Cell::VisitAllObjects(&m_owner, notify, radius);
|
||||
}
|
||||
else //if(m_owner.GetTypeId() == TYPEID_UNIT)
|
||||
else // if(m_owner.GetTypeId() == TYPEID_UNIT)
|
||||
{
|
||||
MaNGOS::CreatureRelocationNotifier notify((Creature&)m_owner);
|
||||
Cell::VisitAllObjects(&m_owner, notify, radius);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue