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*Deal damage in power burn.
--HG-- branch : trunk
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@@ -2310,7 +2310,9 @@ void Spell::EffectPowerBurn(uint32 i)
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new_damage = int32(new_damage*multiplier);
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//m_damage+=new_damage; should not apply spell bonus
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//TODO: no log
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unitTarget->ModifyHealth(-new_damage);
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//unitTarget->ModifyHealth(-new_damage);
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if(m_originalCaster)
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m_originalCaster->DealDamage(unitTarget, new_damage);
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}
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void Spell::EffectHeal( uint32 /*i*/ )
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@@ -906,7 +906,7 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
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uint16 GetMaxSkillValueForLevel(Unit const* target = NULL) const { return (target ? getLevelForTarget(target) : getLevel()) * 5; }
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void RemoveSpellbyDamageTaken(uint32 damage, uint32 spell);
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uint32 DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDamage, DamageEffectType damagetype, SpellSchoolMask damageSchoolMask, SpellEntry const *spellProto, bool durabilityLoss);
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uint32 DealDamage(Unit *pVictim, uint32 damage, CleanDamage const* cleanDamage = NULL, DamageEffectType damagetype = DIRECT_DAMAGE, SpellSchoolMask damageSchoolMask = SPELL_SCHOOL_MASK_NORMAL, SpellEntry const *spellProto = NULL, bool durabilityLoss = true);
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void Kill(Unit *pVictim, bool durabilityLoss = true);
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void ProcDamageAndSpell(Unit *pVictim, uint32 procAttacker, uint32 procVictim, uint32 procEx, uint32 amount, WeaponAttackType attType = BASE_ATTACK, SpellEntry const *procSpell = NULL);
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