Remove Deprecated code

This commit is contained in:
Killyana
2019-05-04 16:11:50 +02:00
parent 758814f909
commit fd166025c8
3 changed files with 2 additions and 59 deletions

View File

@@ -72,21 +72,13 @@ void UnitAI::DoMeleeAttackIfReady()
//Make sure our attack is ready and we aren't currently casting before checking distance
if (me->isAttackReady())
{
if (ShouldSparWith(victim))
me->FakeAttackerStateUpdate(victim);
else
me->AttackerStateUpdate(victim);
me->AttackerStateUpdate(victim);
me->resetAttackTimer();
}
if (me->haveOffhandWeapon() && me->isAttackReady(OFF_ATTACK))
{
if (ShouldSparWith(victim))
me->FakeAttackerStateUpdate(victim, OFF_ATTACK);
else
me->AttackerStateUpdate(victim, OFF_ATTACK);
me->AttackerStateUpdate(victim, OFF_ATTACK);
me->resetAttackTimer(OFF_ATTACK);
}
}

View File

@@ -2040,54 +2040,6 @@ void Unit::AttackerStateUpdate(Unit* victim, WeaponAttackType attType, bool extr
}
}
void Unit::FakeAttackerStateUpdate(Unit* victim, WeaponAttackType attType /*= BASE_ATTACK*/)
{
if (HasUnitState(UNIT_STATE_CANNOT_AUTOATTACK) || HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED))
return;
if (!victim->IsAlive())
return;
if ((attType == BASE_ATTACK || attType == OFF_ATTACK) && !IsWithinLOSInMap(victim))
return;
AttackedTarget(victim, true);
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MELEE_ATTACK);
if (attType != BASE_ATTACK && attType != OFF_ATTACK)
return; // ignore ranged case
if (GetTypeId() == TYPEID_UNIT && !HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_POSSESSED) && !HasFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_DISABLE_TURN))
SetFacingToObject(victim, false); // update client side facing to face the target (prevents visual glitches when casting untargeted spells)
CalcDamageInfo damageInfo;
damageInfo.Attacker = this;
damageInfo.Target = victim;
for (uint8 i = 0; i < MAX_ITEM_PROTO_DAMAGES; ++i)
{
damageInfo.Damages[i].DamageSchoolMask = GetMeleeDamageSchoolMask(attType, i);
damageInfo.Damages[i].Damage = 0;
damageInfo.Damages[i].Absorb = 0;
damageInfo.Damages[i].Resist = 0;
}
damageInfo.AttackType = attType;
damageInfo.CleanDamage = 0;
damageInfo.Blocked = 0;
damageInfo.TargetState = VICTIMSTATE_HIT;
damageInfo.HitInfo = HITINFO_AFFECTS_VICTIM | HITINFO_NORMALSWING | HITINFO_FAKE_DAMAGE;
if (attType == OFF_ATTACK)
damageInfo.HitInfo |= HITINFO_OFFHAND;
damageInfo.ProcAttacker = PROC_FLAG_NONE;
damageInfo.ProcVictim = PROC_FLAG_NONE;
damageInfo.HitOutCome = MELEE_HIT_NORMAL;
SendAttackStateUpdate(&damageInfo);
}
void Unit::HandleProcExtraAttackFor(Unit* victim)
{
while (m_extraAttacks)

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@@ -951,7 +951,6 @@ class TC_GAME_API Unit : public WorldObject
void HandleEmoteCommand(uint32 anim_id);
void AttackerStateUpdate (Unit* victim, WeaponAttackType attType = BASE_ATTACK, bool extra = false);
void FakeAttackerStateUpdate(Unit* victim, WeaponAttackType attType = BASE_ATTACK);
void CalculateMeleeDamage(Unit* victim, CalcDamageInfo* damageInfo, WeaponAttackType attackType = BASE_ATTACK);
void DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss);