diff options
Diffstat (limited to 'src/game/Unit.cpp')
-rw-r--r-- | src/game/Unit.cpp | 68 |
1 files changed, 15 insertions, 53 deletions
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 118fa71c761..2dae05b5411 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -158,6 +158,7 @@ Unit::Unit() m_modAttackSpeedPct[RANGED_ATTACK] = 1.0f; m_extraAttacks = 0; + m_canDualWield = false; m_state = 0; m_form = FORM_NONE; @@ -279,9 +280,11 @@ void Unit::Update( uint32 p_time ) } if(uint32 base_att = getAttackTimer(BASE_ATTACK)) - { setAttackTimer(BASE_ATTACK, (p_time >= base_att ? 0 : base_att - p_time) ); - } + if(uint32 ranged_att = getAttackTimer(RANGED_ATTACK)) + setAttackTimer(RANGED_ATTACK, (p_time >= ranged_att ? 0 : ranged_att - p_time) ); + if(uint32 off_att = getAttackTimer(OFF_ATTACK)) + setAttackTimer(OFF_ATTACK, (p_time >= off_att ? 0 : off_att - p_time) ); // update abilities available only for fraction of time UpdateReactives( p_time ); @@ -297,7 +300,7 @@ bool Unit::haveOffhandWeapon() const if(GetTypeId() == TYPEID_PLAYER) return ((Player*)this)->GetWeaponForAttack(OFF_ATTACK,true); else - return false; + return m_canDualWield; } void Unit::SendMonsterMoveWithSpeedToCurrentDestination(Player* player) @@ -1769,7 +1772,8 @@ void Unit::DoAttackDamage (Unit *pVictim, uint32 *damage, CleanDamage *cleanDama /// If this is a creature and it attacks from behind it has a probability to daze it's victim if( (outcome==MELEE_HIT_CRIT || outcome==MELEE_HIT_CRUSHING || outcome==MELEE_HIT_NORMAL || outcome==MELEE_HIT_GLANCING) && - GetTypeId() != TYPEID_PLAYER && !((Creature*)this)->GetCharmerOrOwnerGUID() && !pVictim->HasInArc(M_PI, this) ) + GetTypeId() != TYPEID_PLAYER && !((Creature*)this)->GetCharmerOrOwnerGUID() && !pVictim->HasInArc(M_PI, this) + && pVictim->GetTypeId() == TYPEID_PLAYER) { // -probability is between 0% and 40% // 20% base chance @@ -2056,54 +2060,10 @@ void Unit::DoAttackDamage (Unit *pVictim, uint32 *damage, CleanDamage *cleanDama } case MELEE_HIT_GLANCING: { - float reducePercent = 1.0f; //damage factor - - // calculate base values and mods - float baseLowEnd = 1.3; - float baseHighEnd = 1.2; - switch(getClass()) // lowering base values for casters - { - case CLASS_SHAMAN: - case CLASS_PRIEST: - case CLASS_MAGE: - case CLASS_WARLOCK: - case CLASS_DRUID: - baseLowEnd -= 0.7; - baseHighEnd -= 0.3; - break; - } - - float maxLowEnd = 0.6; - switch(getClass()) // upper for melee classes - { - case CLASS_WARRIOR: - case CLASS_ROGUE: - maxLowEnd = 0.91; //If the attacker is a melee class then instead the lower value of 0.91 - } - - // calculate values - int32 diff = int32(pVictim->GetDefenseSkillValue(this)) - int32(GetWeaponSkillValue(attType,pVictim)); - float lowEnd = baseLowEnd - ( 0.05f * diff ); - float highEnd = baseHighEnd - ( 0.03f * diff ); - - // apply max/min bounds - if ( lowEnd < 0.01f ) //the low end must not go bellow 0.01f - lowEnd = 0.01f; - else if ( lowEnd > maxLowEnd ) //the smaller value of this and 0.6 is kept as the low end - lowEnd = maxLowEnd; - - if ( highEnd < 0.2f ) //high end limits - highEnd = 0.2f; - if ( highEnd > 0.99f ) - highEnd = 0.99f; - - if(lowEnd > highEnd) // prevent negative range size - lowEnd = highEnd; - - reducePercent = lowEnd + rand_norm() * ( highEnd - lowEnd ); - - *damage = uint32(reducePercent * *damage); - cleanDamage->damage += *damage; + int32 leveldif = int32(pVictim->getLevel()) - int32(getLevel()); + if (leveldif > 3) leveldif = 3; + *damage *= (1 - leveldif * 0.1f); + cleanDamage->damage = *damage; *hitInfo |= HITINFO_GLANCING; break; } @@ -7575,7 +7535,9 @@ uint32 Unit::SpellDamageBonus(Unit *pVictim, SpellEntry const *spellProto, uint3 SpellModSpellDamage /= 100.0f; float DoneActualBenefit = DoneAdvertisedBenefit * (CastingTime / 3500.0f) * DotFactor * SpellModSpellDamage * LvlPenalty; - float TakenActualBenefit = TakenAdvertisedBenefit * (CastingTime / 3500.0f) * DotFactor * LvlPenalty; + float TakenActualBenefit = TakenAdvertisedBenefit; + if(spellProto->SpellFamilyName) + TakenActualBenefit *= (CastingTime / 3500.0f) * DotFactor * LvlPenalty; float tmpDamage = (float(pdamage)+DoneActualBenefit)*DoneTotalMod; |