[10504] Prevent damage player in sanctuary by pet or other controlled unit.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
This commit is contained in:
Chipleo 2010-09-19 02:22:58 +04:00 committed by VladimirMangos
parent 20f4a16f01
commit e766102457
2 changed files with 8 additions and 8 deletions

View file

@ -489,10 +489,10 @@ void Unit::DealDamageMods(Unit *pVictim, uint32 &damage, uint32* absorb)
//You don't lose health from damage taken from another player while in a sanctuary
//You still see it in the combat log though
if(pVictim != this && GetTypeId() == TYPEID_PLAYER && pVictim->GetTypeId() == TYPEID_PLAYER)
if (pVictim != this && IsCharmerOrOwnerPlayerOrPlayerItself() && pVictim->IsCharmerOrOwnerPlayerOrPlayerItself())
{
const AreaTableEntry *area = GetAreaEntryByAreaID(pVictim->GetAreaId());
if(area && area->flags & AREA_FLAG_SANCTUARY) //sanctuary
if (area && area->flags & AREA_FLAG_SANCTUARY) //sanctuary
{
if(absorb)
*absorb += damage;
@ -1308,10 +1308,10 @@ void Unit::DealSpellDamage(SpellNonMeleeDamage *damageInfo, bool durabilityLoss)
//You don't lose health from damage taken from another player while in a sanctuary
//You still see it in the combat log though
if(pVictim != this && GetTypeId() == TYPEID_PLAYER && pVictim->GetTypeId() == TYPEID_PLAYER)
if (pVictim != this && IsCharmerOrOwnerPlayerOrPlayerItself() && pVictim->IsCharmerOrOwnerPlayerOrPlayerItself())
{
const AreaTableEntry *area = GetAreaEntryByAreaID(pVictim->GetAreaId());
if(area && area->flags & AREA_FLAG_SANCTUARY) // sanctuary
if (area && area->flags & AREA_FLAG_SANCTUARY) // sanctuary
return;
}
@ -1612,17 +1612,17 @@ void Unit::DealMeleeDamage(CalcDamageInfo *damageInfo, bool durabilityLoss)
//You don't lose health from damage taken from another player while in a sanctuary
//You still see it in the combat log though
if(pVictim != this && GetTypeId() == TYPEID_PLAYER && pVictim->GetTypeId() == TYPEID_PLAYER)
if (pVictim != this && IsCharmerOrOwnerPlayerOrPlayerItself() && pVictim->IsCharmerOrOwnerPlayerOrPlayerItself())
{
const AreaTableEntry *area = GetAreaEntryByAreaID(pVictim->GetAreaId());
if(area && area->flags & AREA_FLAG_SANCTUARY) // sanctuary
if (area && area->flags & AREA_FLAG_SANCTUARY) // sanctuary
return;
}
// Hmmmm dont like this emotes client must by self do all animations
if (damageInfo->HitInfo&HITINFO_CRITICALHIT)
pVictim->HandleEmoteCommand(EMOTE_ONESHOT_WOUNDCRITICAL);
if(damageInfo->blocked_amount && damageInfo->TargetState!=VICTIMSTATE_BLOCKS)
if (damageInfo->blocked_amount && damageInfo->TargetState!=VICTIMSTATE_BLOCKS)
pVictim->HandleEmoteCommand(EMOTE_ONESHOT_PARRYSHIELD);
if(damageInfo->TargetState == VICTIMSTATE_PARRY)