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-rw-r--r--src/game/Unit.h98
1 files changed, 49 insertions, 49 deletions
diff --git a/src/game/Unit.h b/src/game/Unit.h
index dfe124652b6..2a4f4726ca8 100644
--- a/src/game/Unit.h
+++ b/src/game/Unit.h
@@ -218,7 +218,7 @@ enum ShapeshiftForm
FORM_SPIRITOFREDEMPTION = 0x20
};
-// low byte ( 0 from 0..3 ) of UNIT_FIELD_BYTES_2
+// low byte (0 from 0..3) of UNIT_FIELD_BYTES_2
enum SheathState
{
SHEATH_STATE_UNARMED = 0, // non prepared weapon
@@ -1095,7 +1095,7 @@ class Unit : public WorldObject
typedef std::map<uint8, AuraApplication*> VisibleAuraMap;
- virtual ~Unit ( );
+ virtual ~Unit ();
void AddToWorld();
void RemoveFromWorld();
@@ -1113,7 +1113,7 @@ class Unit : public WorldObject
uint32 GetSpellMinRangeForTarget(Unit* target,const SpellRangeEntry * rangeEntry);
uint32 GetSpellRadiusForTarget(Unit* target,const SpellRadiusEntry * radiusEntry);
- virtual void Update( uint32 time );
+ virtual void Update(uint32 time);
void setAttackTimer(WeaponAttackType type, uint32 time) { m_attackTimer[type] = time; }
void resetAttackTimer(WeaponAttackType type = BASE_ATTACK);
@@ -1126,7 +1126,7 @@ class Unit : public WorldObject
float GetMeleeReach() const { float reach = m_floatValues[UNIT_FIELD_COMBATREACH]; return reach > MIN_MELEE_REACH ? reach : MIN_MELEE_REACH; }
bool IsWithinCombatRange(const Unit *obj, float dist2compare) const;
bool IsWithinMeleeRange(const Unit *obj, float dist = MELEE_RANGE) const;
- void GetRandomContactPoint( const Unit* target, float &x, float &y, float &z, float distance2dMin, float distance2dMax ) const;
+ void GetRandomContactPoint(const Unit* target, float &x, float &y, float &z, float distance2dMin, float distance2dMax) const;
uint32 m_extraAttacks;
bool m_canDualWield;
@@ -1169,7 +1169,7 @@ class Unit : public WorldObject
bool CanFreeMove() const
{
return !hasUnitState(UNIT_STAT_CONFUSED | UNIT_STAT_FLEEING | UNIT_STAT_IN_FLIGHT |
- UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED ) && GetOwnerGUID()==0;
+ UNIT_STAT_ROOT | UNIT_STAT_STUNNED | UNIT_STAT_DISTRACTED) && GetOwnerGUID()==0;
}
uint32 HasUnitTypeMask(uint32 mask) const { return mask & m_unitTypeMask; }
@@ -1200,16 +1200,16 @@ class Unit : public WorldObject
uint32 GetHealth() const { return GetUInt32Value(UNIT_FIELD_HEALTH); }
uint32 GetMaxHealth() const { return GetUInt32Value(UNIT_FIELD_MAXHEALTH); }
- void SetHealth( uint32 val);
+ void SetHealth(uint32 val);
void SetMaxHealth(uint32 val);
int32 ModifyHealth(int32 val);
int32 GetHealthGain(int32 dVal);
Powers getPowerType() const { return Powers(GetByteValue(UNIT_FIELD_BYTES_0, 3)); }
void setPowerType(Powers power);
- uint32 GetPower( Powers power) const { return GetUInt32Value(UNIT_FIELD_POWER1 +power); }
+ uint32 GetPower(Powers power) const { return GetUInt32Value(UNIT_FIELD_POWER1 +power); }
uint32 GetMaxPower(Powers power) const { return GetUInt32Value(UNIT_FIELD_MAXPOWER1+power); }
- void SetPower( Powers power, uint32 val);
+ void SetPower(Powers power, uint32 val);
void SetMaxPower(Powers power, uint32 val);
int32 ModifyPower(Powers power, int32 val);
void ApplyPowerMod(Powers power, uint32 val, bool apply);
@@ -1226,11 +1226,11 @@ class Unit : public WorldObject
void ApplyCastTimePercentMod(float val, bool apply);
SheathState GetSheath() const { return SheathState(GetByteValue(UNIT_FIELD_BYTES_2, 0)); }
- virtual void SetSheath( SheathState sheathed ) { SetByteValue(UNIT_FIELD_BYTES_2, 0, sheathed); }
+ virtual void SetSheath(SheathState sheathed) { SetByteValue(UNIT_FIELD_BYTES_2, 0, sheathed); }
// faction template id
uint32 getFaction() const { return GetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE); }
- void setFaction(uint32 faction) { SetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE, faction ); }
+ void setFaction(uint32 faction) { SetUInt32Value(UNIT_FIELD_FACTIONTEMPLATE, faction); }
FactionTemplateEntry const* getFactionTemplateEntry() const;
bool IsHostileTo(Unit const* unit) const;
bool IsHostileToPlayers() const;
@@ -1271,7 +1271,7 @@ class Unit : public WorldObject
void SetStandFlags(uint8 flags) { SetByteFlag(UNIT_FIELD_BYTES_1, 2,flags); }
void RemoveStandFlags(uint8 flags) { RemoveByteFlag(UNIT_FIELD_BYTES_1, 2,flags); }
- bool IsMounted() const { return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_MOUNT ); }
+ bool IsMounted() const { return HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_MOUNT); }
uint32 GetMountID() const { return GetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID); }
void Mount(uint32 mount, uint32 vehicleId=0);
void Unmount();
@@ -1283,10 +1283,10 @@ class Unit : public WorldObject
int32 DealHeal(Unit *pVictim, uint32 addhealth, SpellEntry const *spellProto, bool critical = false);
void ProcDamageAndSpell(Unit *pVictim, uint32 procAttacker, uint32 procVictim, uint32 procEx, uint32 amount, WeaponAttackType attType = BASE_ATTACK, SpellEntry const *procSpell = NULL, SpellEntry const * procAura = NULL);
- void ProcDamageAndSpellFor( bool isVictim, Unit * pTarget, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, SpellEntry const * procSpell, uint32 damage , SpellEntry const * procAura = NULL);
+ void ProcDamageAndSpellFor(bool isVictim, Unit * pTarget, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, SpellEntry const * procSpell, uint32 damage , SpellEntry const * procAura = NULL);
void HandleEmoteCommand(uint32 anim_id);
- void AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType = BASE_ATTACK, bool extra = false );
+ void AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType = BASE_ATTACK, bool extra = false);
//float MeleeMissChanceCalc(const Unit *pVictim, WeaponAttackType attType) const;
@@ -1322,7 +1322,7 @@ class Unit : public WorldObject
float GetUnitBlockChance() const;
float GetUnitCriticalChance(WeaponAttackType attackType, const Unit *pVictim) const;
int32 GetMechanicResistChance(const SpellEntry *spell);
- bool CanUseAttackType( uint8 attacktype ) const
+ bool CanUseAttackType(uint8 attacktype) const
{
switch(attacktype)
{
@@ -1343,29 +1343,29 @@ class Unit : public WorldObject
MeleeHitOutcome RollMeleeOutcomeAgainst (const Unit *pVictim, WeaponAttackType attType) const;
MeleeHitOutcome RollMeleeOutcomeAgainst (const Unit *pVictim, WeaponAttackType attType, int32 crit_chance, int32 miss_chance, int32 dodge_chance, int32 parry_chance, int32 block_chance) const;
- bool isVendor() const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_VENDOR ); }
- bool isTrainer() const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TRAINER ); }
- bool isQuestGiver() const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER ); }
- bool isGossip() const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP ); }
- bool isTaxi() const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_FLIGHTMASTER ); }
- bool isGuildMaster() const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PETITIONER ); }
- bool isBattleMaster() const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BATTLEMASTER ); }
- bool isBanker() const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BANKER ); }
- bool isInnkeeper() const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_INNKEEPER ); }
- bool isSpiritHealer() const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER ); }
- bool isSpiritGuide() const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITGUIDE ); }
- bool isTabardDesigner()const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TABARDDESIGNER ); }
- bool isAuctioner() const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_AUCTIONEER ); }
- bool isArmorer() const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_REPAIR ); }
+ bool isVendor() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_VENDOR); }
+ bool isTrainer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TRAINER); }
+ bool isQuestGiver() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_QUESTGIVER); }
+ bool isGossip() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GOSSIP); }
+ bool isTaxi() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_FLIGHTMASTER); }
+ bool isGuildMaster() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_PETITIONER); }
+ bool isBattleMaster() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BATTLEMASTER); }
+ bool isBanker() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_BANKER); }
+ bool isInnkeeper() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_INNKEEPER); }
+ bool isSpiritHealer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER); }
+ bool isSpiritGuide() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITGUIDE); }
+ bool isTabardDesigner()const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_TABARDDESIGNER); }
+ bool isAuctioner() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_AUCTIONEER); }
+ bool isArmorer() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_REPAIR); }
bool isServiceProvider() const
{
- return HasFlag( UNIT_NPC_FLAGS,
+ return HasFlag(UNIT_NPC_FLAGS,
UNIT_NPC_FLAG_VENDOR | UNIT_NPC_FLAG_TRAINER | UNIT_NPC_FLAG_FLIGHTMASTER |
UNIT_NPC_FLAG_PETITIONER | UNIT_NPC_FLAG_BATTLEMASTER | UNIT_NPC_FLAG_BANKER |
UNIT_NPC_FLAG_INNKEEPER | UNIT_NPC_FLAG_GUARD | UNIT_NPC_FLAG_SPIRITHEALER |
- UNIT_NPC_FLAG_SPIRITGUIDE | UNIT_NPC_FLAG_TABARDDESIGNER | UNIT_NPC_FLAG_AUCTIONEER );
+ UNIT_NPC_FLAG_SPIRITGUIDE | UNIT_NPC_FLAG_TABARDDESIGNER | UNIT_NPC_FLAG_AUCTIONEER);
}
- bool isSpiritService() const { return HasFlag( UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER | UNIT_NPC_FLAG_SPIRITGUIDE ); }
+ bool isSpiritService() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPIRITHEALER | UNIT_NPC_FLAG_SPIRITGUIDE); }
//Need fix or use this
bool isGuard() const { return HasFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_GUARD); }
@@ -1451,7 +1451,7 @@ class Unit : public WorldObject
void OutMovementInfo() const;
bool isAlive() const { return (m_deathState == ALIVE); };
- bool isDead() const { return ( m_deathState == DEAD || m_deathState == CORPSE ); };
+ bool isDead() const { return (m_deathState == DEAD || m_deathState == CORPSE); };
DeathState getDeathState() { return m_deathState; };
virtual void setDeathState(DeathState s); // overwrited in Creature/Player/Pet
@@ -1593,7 +1593,7 @@ class Unit : public WorldObject
AuraEffect * GetAuraEffect(uint32 spellId, uint8 effIndex, uint64 casterGUID = 0) const;
AuraEffect * GetAuraEffectOfRankedSpell(uint32 spellId, uint8 effIndex, uint64 casterGUID = 0) const;
AuraEffect * GetAuraEffect(AuraType type, SpellFamilyNames name, uint32 iconId, uint8 effIndex) const; // spell mustn't have familyflags
- AuraEffect * GetAuraEffect(AuraType type, SpellFamilyNames family, uint32 familyFlag1 , uint32 familyFlag2, uint32 familyFlag3, uint64 casterGUID =0 );
+ AuraEffect * GetAuraEffect(AuraType type, SpellFamilyNames family, uint32 familyFlag1 , uint32 familyFlag2, uint32 familyFlag3, uint64 casterGUID =0);
inline AuraEffect* GetDummyAuraEffect(SpellFamilyNames name, uint32 iconId, uint8 effIndex) const { return GetAuraEffect(SPELL_AURA_DUMMY, name, iconId, effIndex);}
AuraApplication * GetAuraApplication(uint32 spellId, uint64 casterGUID = 0, uint8 reqEffMask = 0, AuraApplication * except = NULL) const;
@@ -1628,7 +1628,7 @@ class Unit : public WorldObject
int32 GetMaxPositiveAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const;
int32 GetMaxNegativeAuraModifierByMiscValue(AuraType auratype, int32 misc_value) const;
- float GetResistanceBuffMods(SpellSchools school, bool positive) const { return GetFloatValue(positive ? UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE+school : UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE+school ); }
+ float GetResistanceBuffMods(SpellSchools school, bool positive) const { return GetFloatValue(positive ? UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE+school : UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE+school); }
void SetResistanceBuffMods(SpellSchools school, bool positive, float val) { SetFloatValue(positive ? UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE+school : UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE+school,val); }
void ApplyResistanceBuffModsMod(SpellSchools school, bool positive, float val, bool apply) { ApplyModSignedFloatValue(positive ? UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE+school : UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE+school, val, apply); }
void ApplyResistanceBuffModsPercentMod(SpellSchools school, bool positive, float val, bool apply) { ApplyPercentModFloatValue(positive ? UNIT_FIELD_RESISTANCEBUFFMODSPOSITIVE+school : UNIT_FIELD_RESISTANCEBUFFMODSNEGATIVE+school, val, apply); }
@@ -1654,7 +1654,7 @@ class Unit : public WorldObject
float GetCreateStat(Stats stat) const { return m_createStats[stat]; }
void SetCurrentCastedSpell(Spell * pSpell);
- virtual void ProhibitSpellScholl(SpellSchoolMask /*idSchoolMask*/, uint32 /*unTimeMs*/ ) { }
+ virtual void ProhibitSpellScholl(SpellSchoolMask /*idSchoolMask*/, uint32 /*unTimeMs*/) { }
void InterruptSpell(CurrentSpellTypes spellType, bool withDelayed = true, bool withInstant = true);
void FinishSpell(CurrentSpellTypes spellType, bool ok = true);
@@ -1753,7 +1753,7 @@ class Unit : public WorldObject
void TauntFadeOut(Unit *taunter);
ThreatManager& getThreatManager() { return m_ThreatManager; }
void addHatedBy(HostileReference* pHostileReference) { m_HostileRefManager.insertFirst(pHostileReference); };
- void removeHatedBy(HostileReference* /*pHostileReference*/ ) { /* nothing to do yet */ }
+ void removeHatedBy(HostileReference* /*pHostileReference*/) { /* nothing to do yet */ }
HostileRefManager& getHostileRefManager() { return m_HostileRefManager; }
VisibleAuraMap const *GetVisibleAuras() { return &m_visibleAuras; }
@@ -1815,7 +1815,7 @@ class Unit : public WorldObject
void SetContestedPvP(Player *attackedPlayer = NULL);
void MeleeDamageBonus(Unit *pVictim, uint32 *damage, WeaponAttackType attType, SpellEntry const *spellProto = NULL);
- uint32 GetCastingTimeForBonus( SpellEntry const *spellProto, DamageEffectType damagetype, uint32 CastingTime );
+ uint32 GetCastingTimeForBonus(SpellEntry const *spellProto, DamageEffectType damagetype, uint32 CastingTime);
void ApplySpellImmune(uint32 spellId, uint32 op, uint32 type, bool apply);
void ApplySpellDispelImmunity(const SpellEntry * spellProto, DispelType type, bool apply);
@@ -1825,13 +1825,13 @@ class Unit : public WorldObject
bool IsImmunedToDamage(SpellEntry const* spellInfo);
virtual bool IsImmunedToSpellEffect(SpellEntry const* spellInfo, uint32 index) const;
// redefined in Creature
- uint32 CalcNotIgnoreDamageRedunction( uint32 damage, SpellSchoolMask damageSchoolMask);
+ uint32 CalcNotIgnoreDamageRedunction(uint32 damage, SpellSchoolMask damageSchoolMask);
uint32 CalcArmorReducedDamage(Unit* pVictim, const uint32 damage, SpellEntry const *spellInfo, WeaponAttackType attackType=MAX_ATTACK);
void CalcAbsorbResist(Unit *pVictim, SpellSchoolMask schoolMask, DamageEffectType damagetype, const uint32 damage, uint32 *absorb, uint32 *resist, SpellEntry const *spellInfo = NULL);
void UpdateSpeed(UnitMoveType mtype, bool forced);
- float GetSpeed( UnitMoveType mtype ) const;
- float GetSpeedRate( UnitMoveType mtype ) const { return m_speed_rate[mtype]; }
+ float GetSpeed(UnitMoveType mtype) const;
+ float GetSpeedRate(UnitMoveType mtype) const { return m_speed_rate[mtype]; }
void SetSpeed(UnitMoveType mtype, float rate, bool forced = false);
float m_TempSpeed;
@@ -1846,7 +1846,7 @@ class Unit : public WorldObject
float CalculateLevelPenalty(SpellEntry const* spellProto) const;
void addFollower(FollowerReference* pRef) { m_FollowingRefManager.insertFirst(pRef); }
- void removeFollower(FollowerReference* /*pRef*/ ) { /* nothing to do yet */ }
+ void removeFollower(FollowerReference* /*pRef*/) { /* nothing to do yet */ }
static Unit* GetUnit(WorldObject& object, uint64 guid);
static Player* GetPlayer(uint64 guid);
static Creature* GetCreature(WorldObject& object, uint64 guid);
@@ -1879,7 +1879,7 @@ class Unit : public WorldObject
// reactive attacks
void ClearAllReactives();
- void StartReactiveTimer( ReactiveType reactive ) { m_reactiveTimer[reactive] = REACTIVE_TIMER_START;}
+ void StartReactiveTimer(ReactiveType reactive) { m_reactiveTimer[reactive] = REACTIVE_TIMER_START;}
void UpdateReactives(uint32 p_time);
// group updates
@@ -1887,7 +1887,7 @@ class Unit : public WorldObject
// proc trigger system
bool CanProc(){return !m_procDeep;}
- void SetCantProc( bool apply)
+ void SetCantProc(bool apply)
{
if (apply)
++m_procDeep;
@@ -1950,7 +1950,7 @@ class Unit : public WorldObject
bool IsFlying() const { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_FLYING); }
void SetFlying(bool apply);
- void RewardRage( uint32 damage, uint32 weaponSpeedHitFactor, bool attacker );
+ void RewardRage(uint32 damage, uint32 weaponSpeedHitFactor, bool attacker);
virtual float GetFollowAngle() const { return M_PI/2; }
@@ -2034,11 +2034,11 @@ class Unit : public WorldObject
uint32 m_unitTypeMask;
private:
- bool IsTriggeredAtSpellProcEvent(Unit *pVictim, Aura * aura, SpellEntry const * procSpell, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, bool isVictim, bool active, SpellProcEventEntry const *& spellProcEvent );
- bool HandleDummyAuraProc( Unit *pVictim, uint32 damage, AuraEffect* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
- bool HandleHasteAuraProc( Unit *pVictim, uint32 damage, AuraEffect* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
- bool HandleSpellCritChanceAuraProc( Unit *pVictim, uint32 damage, AuraEffect* triggredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
- bool HandleObsModEnergyAuraProc( Unit *pVictim, uint32 damage, AuraEffect* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
+ bool IsTriggeredAtSpellProcEvent(Unit *pVictim, Aura * aura, SpellEntry const * procSpell, uint32 procFlag, uint32 procExtra, WeaponAttackType attType, bool isVictim, bool active, SpellProcEventEntry const *& spellProcEvent);
+ bool HandleDummyAuraProc(Unit *pVictim, uint32 damage, AuraEffect* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
+ bool HandleHasteAuraProc(Unit *pVictim, uint32 damage, AuraEffect* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
+ bool HandleSpellCritChanceAuraProc(Unit *pVictim, uint32 damage, AuraEffect* triggredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
+ bool HandleObsModEnergyAuraProc(Unit *pVictim, uint32 damage, AuraEffect* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
bool HandleModDamagePctTakenAuraProc(Unit *pVictim, uint32 damage, AuraEffect* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);
bool HandleAuraProc(Unit *pVictim, uint32 damage, Aura* triggeredByAura, SpellEntry const * procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown, bool * handled);
bool HandleProcTriggerSpell(Unit *pVictim, uint32 damage, AuraEffect* triggeredByAura, SpellEntry const *procSpell, uint32 procFlag, uint32 procEx, uint32 cooldown);