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[7709] Cleanups in AI()->AttackedBy use. Author: VladimirMangos
* Remove redundent AI()->AttackedBy call at melee cast in state update (called in cast)
* Move attacks state update call after first attack instead after all extra attack state updates.
--HG--
branch : trunk
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@@ -2283,11 +2283,6 @@ void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool ex
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--m_extraAttacks;
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}
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}
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// if damage pVictim call AI reaction
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//if(pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI())
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// ((Creature*)pVictim)->AI()->AttackedBy(this);
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return;
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}
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@@ -2308,6 +2303,10 @@ void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool ex
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DEBUG_LOG("AttackerStateUpdate: (NPC) %u attacked %u (TypeId: %u) for %u dmg, absorbed %u, blocked %u, resisted %u.",
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GetGUIDLow(), pVictim->GetGUIDLow(), pVictim->GetTypeId(), damageInfo.damage, damageInfo.absorb, damageInfo.blocked_amount, damageInfo.resist);
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// if damage pVictim call AI reaction
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//if(pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI())
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// ((Creature*)pVictim)->AI()->AttackedBy(this);
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// extra attack only at any non extra attack (normal case)
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if(!extra && extraAttacks)
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{
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@@ -2318,10 +2317,6 @@ void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool ex
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--m_extraAttacks;
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}
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}
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// if damage pVictim call AI reaction
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//if(pVictim->GetTypeId()==TYPEID_UNIT && ((Creature*)pVictim)->AI())
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// ((Creature*)pVictim)->AI()->AttackedBy(this);
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}
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MeleeHitOutcome Unit::RollMeleeOutcomeAgainst(const Unit *pVictim, WeaponAttackType attType) const
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