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Merge pull request #8280 from DjYXA/patch-1
Daze mechanics Fix - By Arrakio
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@@ -1328,7 +1328,7 @@ void Unit::DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss)
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// If this is a creature and it attacks from behind it has a probability to daze it's victim
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if ((damageInfo->hitOutCome == MELEE_HIT_CRIT || damageInfo->hitOutCome == MELEE_HIT_CRUSHING || damageInfo->hitOutCome == MELEE_HIT_NORMAL || damageInfo->hitOutCome == MELEE_HIT_GLANCING) &&
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GetTypeId() != TYPEID_PLAYER && !ToCreature()->IsControlledByPlayer() && !victim->HasInArc(M_PI, this)
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&& (victim->GetTypeId() == TYPEID_PLAYER || !victim->ToCreature()->isWorldBoss()))
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&& (victim->GetTypeId() == TYPEID_PLAYER || !victim->ToCreature()->isWorldBoss())&& !victim->IsVehicle())
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{
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// -probability is between 0% and 40%
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// 20% base chance
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@@ -1341,7 +1341,10 @@ void Unit::DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss)
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uint32 VictimDefense=victim->GetDefenseSkillValue();
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uint32 AttackerMeleeSkill=GetUnitMeleeSkill();
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Probability *= AttackerMeleeSkill/(float)VictimDefense;
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Probability *= AttackerMeleeSkill/(float)VictimDefense*0.16;
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if (Probability < 0)
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Probability = 0;
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if (Probability > 40.0f)
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Probability = 40.0f;
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