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[10504] Prevent damage player in sanctuary by pet or other controlled unit.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
This commit is contained in:
parent
20f4a16f01
commit
e766102457
2 changed files with 8 additions and 8 deletions
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@ -489,10 +489,10 @@ void Unit::DealDamageMods(Unit *pVictim, uint32 &damage, uint32* absorb)
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//You don't lose health from damage taken from another player while in a sanctuary
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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 still see it in the combat log though
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if(pVictim != this && GetTypeId() == TYPEID_PLAYER && pVictim->GetTypeId() == TYPEID_PLAYER)
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if (pVictim != this && IsCharmerOrOwnerPlayerOrPlayerItself() && pVictim->IsCharmerOrOwnerPlayerOrPlayerItself())
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{
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{
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const AreaTableEntry *area = GetAreaEntryByAreaID(pVictim->GetAreaId());
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const AreaTableEntry *area = GetAreaEntryByAreaID(pVictim->GetAreaId());
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if(area && area->flags & AREA_FLAG_SANCTUARY) //sanctuary
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if (area && area->flags & AREA_FLAG_SANCTUARY) //sanctuary
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{
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{
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if(absorb)
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if(absorb)
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*absorb += damage;
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*absorb += damage;
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@ -1308,10 +1308,10 @@ void Unit::DealSpellDamage(SpellNonMeleeDamage *damageInfo, bool durabilityLoss)
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//You don't lose health from damage taken from another player while in a sanctuary
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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 still see it in the combat log though
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if(pVictim != this && GetTypeId() == TYPEID_PLAYER && pVictim->GetTypeId() == TYPEID_PLAYER)
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if (pVictim != this && IsCharmerOrOwnerPlayerOrPlayerItself() && pVictim->IsCharmerOrOwnerPlayerOrPlayerItself())
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{
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{
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const AreaTableEntry *area = GetAreaEntryByAreaID(pVictim->GetAreaId());
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const AreaTableEntry *area = GetAreaEntryByAreaID(pVictim->GetAreaId());
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if(area && area->flags & AREA_FLAG_SANCTUARY) // sanctuary
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if (area && area->flags & AREA_FLAG_SANCTUARY) // sanctuary
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return;
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return;
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}
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}
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@ -1612,17 +1612,17 @@ void Unit::DealMeleeDamage(CalcDamageInfo *damageInfo, bool durabilityLoss)
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//You don't lose health from damage taken from another player while in a sanctuary
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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 still see it in the combat log though
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if(pVictim != this && GetTypeId() == TYPEID_PLAYER && pVictim->GetTypeId() == TYPEID_PLAYER)
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if (pVictim != this && IsCharmerOrOwnerPlayerOrPlayerItself() && pVictim->IsCharmerOrOwnerPlayerOrPlayerItself())
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{
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{
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const AreaTableEntry *area = GetAreaEntryByAreaID(pVictim->GetAreaId());
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const AreaTableEntry *area = GetAreaEntryByAreaID(pVictim->GetAreaId());
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if(area && area->flags & AREA_FLAG_SANCTUARY) // sanctuary
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if (area && area->flags & AREA_FLAG_SANCTUARY) // sanctuary
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return;
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return;
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}
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}
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// Hmmmm dont like this emotes client must by self do all animations
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// Hmmmm dont like this emotes client must by self do all animations
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if (damageInfo->HitInfo&HITINFO_CRITICALHIT)
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if (damageInfo->HitInfo&HITINFO_CRITICALHIT)
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pVictim->HandleEmoteCommand(EMOTE_ONESHOT_WOUNDCRITICAL);
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pVictim->HandleEmoteCommand(EMOTE_ONESHOT_WOUNDCRITICAL);
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if(damageInfo->blocked_amount && damageInfo->TargetState!=VICTIMSTATE_BLOCKS)
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if (damageInfo->blocked_amount && damageInfo->TargetState!=VICTIMSTATE_BLOCKS)
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pVictim->HandleEmoteCommand(EMOTE_ONESHOT_PARRYSHIELD);
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pVictim->HandleEmoteCommand(EMOTE_ONESHOT_PARRYSHIELD);
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if(damageInfo->TargetState == VICTIMSTATE_PARRY)
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if(damageInfo->TargetState == VICTIMSTATE_PARRY)
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "10503"
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#define REVISION_NR "10504"
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#endif // __REVISION_NR_H__
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#endif // __REVISION_NR_H__
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