[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 don't lose health from damage taken from another player while in a sanctuary
//You still see it in the combat log though //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()); const AreaTableEntry *area = GetAreaEntryByAreaID(pVictim->GetAreaId());
if(area && area->flags & AREA_FLAG_SANCTUARY) //sanctuary if (area && area->flags & AREA_FLAG_SANCTUARY) //sanctuary
{ {
if(absorb) if(absorb)
*absorb += damage; *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 don't lose health from damage taken from another player while in a sanctuary
//You still see it in the combat log though //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()); const AreaTableEntry *area = GetAreaEntryByAreaID(pVictim->GetAreaId());
if(area && area->flags & AREA_FLAG_SANCTUARY) // sanctuary if (area && area->flags & AREA_FLAG_SANCTUARY) // sanctuary
return; 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 don't lose health from damage taken from another player while in a sanctuary
//You still see it in the combat log though //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()); const AreaTableEntry *area = GetAreaEntryByAreaID(pVictim->GetAreaId());
if(area && area->flags & AREA_FLAG_SANCTUARY) // sanctuary if (area && area->flags & AREA_FLAG_SANCTUARY) // sanctuary
return; return;
} }
// Hmmmm dont like this emotes client must by self do all animations // Hmmmm dont like this emotes client must by self do all animations
if (damageInfo->HitInfo&HITINFO_CRITICALHIT) if (damageInfo->HitInfo&HITINFO_CRITICALHIT)
pVictim->HandleEmoteCommand(EMOTE_ONESHOT_WOUNDCRITICAL); 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); pVictim->HandleEmoteCommand(EMOTE_ONESHOT_PARRYSHIELD);
if(damageInfo->TargetState == VICTIMSTATE_PARRY) if(damageInfo->TargetState == VICTIMSTATE_PARRY)

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__ #ifndef __REVISION_NR_H__
#define __REVISION_NR_H__ #define __REVISION_NR_H__
#define REVISION_NR "10503" #define REVISION_NR "10504"
#endif // __REVISION_NR_H__ #endif // __REVISION_NR_H__