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authorChaouki Dhib <chaodhib@gmail.com>2016-08-15 18:17:07 +0200
committerShauren <shauren.trinity@gmail.com>2016-08-15 18:17:07 +0200
commitd7600f1126d2780fecdfcdfc66a598a48cee0136 (patch)
tree4570f34a1732aa51aa384bef0f04b28e8463fc4b /src/server/game/Entities
parent4a38773e3e74af329aa13e2a506ef824f2a6e4d3 (diff)
Core/Units: Fixed melee range check (#17693)
* Split Spell::CheckRange() into 2 methods since that method had more than one responsibility. * Moved melee range logic into its own function * Moved melee range logic method GetMeleeRange from Spell to Unit class. Unit::IsWithinMeleeRange() and Spell::GetMinMaxRange() both use that method.
Diffstat (limited to 'src/server/game/Entities')
-rw-r--r--src/server/game/Entities/Unit/Unit.cpp8
-rw-r--r--src/server/game/Entities/Unit/Unit.h1
2 files changed, 8 insertions, 1 deletions
diff --git a/src/server/game/Entities/Unit/Unit.cpp b/src/server/game/Entities/Unit/Unit.cpp
index a3e20b7c07d..80f2531e223 100644
--- a/src/server/game/Entities/Unit/Unit.cpp
+++ b/src/server/game/Entities/Unit/Unit.cpp
@@ -485,11 +485,17 @@ bool Unit::IsWithinMeleeRange(Unit const* obj) const
float dz = GetPositionZMinusOffset() - obj->GetPositionZMinusOffset();
float distsq = dx*dx + dy*dy + dz*dz;
- float maxdist = GetCombatReach() + obj->GetCombatReach() + 4.0f / 3.0f;
+ float maxdist = GetMeleeRange(obj);
return distsq <= maxdist * maxdist;
}
+float Unit::GetMeleeRange(Unit const* target) const
+{
+ float range = GetCombatReach() + target->GetCombatReach() + 4.0f / 3.0f;
+ return std::max(range, NOMINAL_MELEE_RANGE);
+}
+
void Unit::GetRandomContactPoint(const Unit* obj, float &x, float &y, float &z, float distance2dMin, float distance2dMax) const
{
float combat_reach = GetCombatReach();
diff --git a/src/server/game/Entities/Unit/Unit.h b/src/server/game/Entities/Unit/Unit.h
index 4589ec9a180..5162d2398c3 100644
--- a/src/server/game/Entities/Unit/Unit.h
+++ b/src/server/game/Entities/Unit/Unit.h
@@ -1291,6 +1291,7 @@ class TC_GAME_API Unit : public WorldObject
float GetCombatReach() const { return m_floatValues[UNIT_FIELD_COMBATREACH]; }
bool IsWithinCombatRange(const Unit* obj, float dist2compare) const;
bool IsWithinMeleeRange(Unit const* obj) const;
+ float GetMeleeRange(Unit const* target) const;
void GetRandomContactPoint(const Unit* target, float &x, float &y, float &z, float distance2dMin, float distance2dMax) const;
uint32 m_extraAttacks;
bool m_canDualWield;