Core/Units: moved melee attack rage generation into Unit::AttackerStateUpdate and send the generated rage in combat log packet instead of power update packets

(cherry picked from commit b179a7246d)
This commit is contained in:
Ovahlord
2024-12-26 13:12:19 +01:00
parent 9aeaedeefe
commit aefcd2fac7
3 changed files with 35 additions and 17 deletions

View File

@@ -2173,7 +2173,7 @@ public:
{
Unit::DealDamage(handler->GetSession()->GetPlayer(), target, damage, nullptr, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, nullptr, false);
if (target != handler->GetSession()->GetPlayer())
handler->GetSession()->GetPlayer()->SendAttackStateUpdate (HITINFO_AFFECTS_VICTIM, target, 1, SPELL_SCHOOL_MASK_NORMAL, damage, 0, 0, VICTIMSTATE_HIT, 0);
handler->GetSession()->GetPlayer()->SendAttackStateUpdate (HITINFO_AFFECTS_VICTIM, target, 1, SPELL_SCHOOL_MASK_NORMAL, damage, 0, 0, VICTIMSTATE_HIT, 0, 0);
return true;
}
@@ -2199,7 +2199,7 @@ public:
uint32 resist = dmgInfo.GetResist();
Unit::DealDamageMods(attacker, target, damage, &absorb);
Unit::DealDamage(attacker, target, damage, nullptr, DIRECT_DAMAGE, schoolmask, nullptr, false);
attacker->SendAttackStateUpdate(HITINFO_AFFECTS_VICTIM, target, 0, schoolmask, damage, absorb, resist, VICTIMSTATE_HIT, 0);
attacker->SendAttackStateUpdate(HITINFO_AFFECTS_VICTIM, target, 0, schoolmask, damage, absorb, resist, VICTIMSTATE_HIT, 0, 0);
return true;
}