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authormegamage <none@none>2009-08-25 02:40:10 -0500
committermegamage <none@none>2009-08-25 02:40:10 -0500
commit4f87bad87bfc4b05f106e3a96b26ffb30b2628e4 (patch)
treee75ca2c03acf070677c8766042b447c82e95c491
parentd14a4a237208a0d781dbef44c219340f3ba2b186 (diff)
*Reapply rev [3274]. It was backoutted due to some reason but was not reapplied as supposed. This should fix the bug that Shockwave can be dodged.
--HG-- branch : trunk
-rw-r--r--src/game/Unit.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index 0c670453543..d4f2de45931 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -2643,7 +2643,9 @@ SpellMissInfo Unit::MeleeSpellHitResult(Unit *pVictim, SpellEntry const *spell)
{
WeaponAttackType attType = BASE_ATTACK;
- if (spell->DmgClass == SPELL_DAMAGE_CLASS_RANGED && IsRangedWeaponSpell(spell))
+ // Check damage class instead of attack type to correctly handle judgements
+ // - they are meele, but can't be dodged/parried/deflected because of ranged dmg class
+ if (spell->DmgClass == SPELL_DAMAGE_CLASS_RANGED)
attType = RANGED_ATTACK;
int32 attackerWeaponSkill;