Core/Creatures: Implemented extra flag to use offhand attacks

Port From (https://github.com/TrinityCore/TrinityCore/commit/2a51edc5bcebe40c114e37ef3b24da6c8f095892)
This commit is contained in:
hondacrx
2021-03-04 12:00:39 -05:00
parent 64bafe8d73
commit 2949a2514c
3 changed files with 34 additions and 30 deletions
+11 -11
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@@ -209,9 +209,9 @@ namespace Framework.Constants
NoTaunt = 0x100, // Creature Is Immune To Taunt Auras And Effect Attack Me
NoMoveFlagsUpdate = 0x200, // Creature won't update movement flags
GhostVisibility = 0x400, // creature will be only visible for dead players
Unused11 = 0x00000800,
Unused12 = 0x00001000,
Unused13 = 0x00002000,
UseOffhandAttack = 0x800, // creature will use offhand attacks
Unused12 = 0x1000,
Unused13 = 0x2000,
Worldevent = 0x4000, // Custom Flag For World Event Creatures (Left Room For Merging)
Guard = 0x8000, // Creature Is Guard
Unused16 = 0x00010000,
@@ -220,21 +220,21 @@ namespace Framework.Constants
TauntDiminish = 0x80000, // Taunt Is A Subject To Diminishing Returns On This Creautre
AllDiminish = 0x100000, // Creature Is Subject To All Diminishing Returns As Player Are
NoPlayerDamageReq = 0x200000, // creature does not need to take player damage for kill credit
Unused22 = 0x00400000,
Unused23 = 0x00800000,
Unused24 = 0x01000000,
Unused25 = 0x02000000,
Unused26 = 0x04000000,
Unused27 = 0x08000000,
Unused22 = 0x400000,
Unused23 = 0x800000,
Unused24 = 0x1000000,
Unused25 = 0x2000000,
Unused26 = 0x4000000,
Unused27 = 0x8000000,
DungeonBoss = 0x10000000, // Creature Is A Dungeon Boss (Set Dynamically, Do Not Add In Db)
IgnorePathfinding = 0x20000000, // creature ignore pathfinding
ImmunityKnockback = 0x40000000, // creature is immune to knockback effects
Unused31 = 0x80000000,
// Masks
AllUnused = (Unused11 | Unused12 | Unused13 | Unused16 | Unused22 | Unused23 | Unused24 | Unused25 | Unused26 | Unused27 | Unused31),
AllUnused = (Unused12 | Unused13 | Unused16 | Unused22 | Unused23 | Unused24 | Unused25 | Unused26 | Unused27 | Unused31),
DBAllowed = (0xFFFFFFFF & ~(AllUnused | CreatureFlagsExtra.DungeonBoss))
DBAllowed = (0xFFFFFFFF & ~(AllUnused | DungeonBoss))
}
public enum CreatureType
+21 -17
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@@ -234,9 +234,9 @@ namespace Game.Entities
}
// get difficulty 1 mode entry
CreatureTemplate cinfo = null;
CreatureTemplate cInfo = null;
DifficultyRecord difficultyEntry = CliDB.DifficultyStorage.LookupByKey(GetMap().GetDifficultyID());
while (cinfo == null && difficultyEntry != null)
while (cInfo == null && difficultyEntry != null)
{
int idx = CreatureTemplate.DifficultyIDToDifficultyEntryIndex(difficultyEntry.Id);
if (idx == -1)
@@ -244,7 +244,7 @@ namespace Game.Entities
if (normalInfo.DifficultyEntry[idx] != 0)
{
cinfo = Global.ObjectMgr.GetCreatureTemplate(normalInfo.DifficultyEntry[idx]);
cInfo = Global.ObjectMgr.GetCreatureTemplate(normalInfo.DifficultyEntry[idx]);
break;
}
@@ -254,29 +254,29 @@ namespace Game.Entities
difficultyEntry = CliDB.DifficultyStorage.LookupByKey(difficultyEntry.FallbackDifficultyID);
}
if (cinfo == null)
cinfo = normalInfo;
if (cInfo == null)
cInfo = normalInfo;
// Initialize loot duplicate count depending on raid difficulty
if (GetMap().Is25ManRaid())
loot.maxDuplicates = 3;
SetEntry(entry); // normal entry always
m_creatureInfo = cinfo; // map mode related always
m_creatureInfo = cInfo; // map mode related always
// equal to player Race field, but creature does not have race
SetRace(0);
SetClass((Class)cinfo.UnitClass);
SetClass((Class)cInfo.UnitClass);
// Cancel load if no model defined
if (cinfo.GetFirstValidModel() == null)
if (cInfo.GetFirstValidModel() == null)
{
Log.outError(LogFilter.Sql, "Creature (Entry: {0}) has no model defined in table `creature_template`, can't load. ", entry);
return false;
}
CreatureModel model = ObjectManager.ChooseDisplayId(cinfo, data);
CreatureModelInfo minfo = Global.ObjectMgr.GetCreatureModelRandomGender(ref model, cinfo);
CreatureModel model = ObjectManager.ChooseDisplayId(cInfo, data);
CreatureModelInfo minfo = Global.ObjectMgr.GetCreatureModelRandomGender(ref model, cInfo);
if (minfo == null) // Cancel load if no model defined
{
Log.outError(LogFilter.Sql, "Creature (Entry: {0}) has invalid model {1} defined in table `creature_template`, can't load.", entry, model.CreatureDisplayID);
@@ -289,9 +289,9 @@ namespace Game.Entities
// Load creature equipment
if (data == null || data.equipmentId == 0)
LoadEquipment(); // use default equipment (if available)
else if(data != null && data.equipmentId != 0) // override, 0 means no equipment
else
{
m_originalEquipmentId = (sbyte)data.equipmentId;
m_originalEquipmentId = data.equipmentId;
LoadEquipment(data.equipmentId);
}
@@ -304,17 +304,19 @@ namespace Game.Entities
SetModHasteRegen(1.0f);
SetModTimeRate(1.0f);
SetSpeedRate(UnitMoveType.Walk, cinfo.SpeedWalk);
SetSpeedRate(UnitMoveType.Run, cinfo.SpeedRun);
SetSpeedRate(UnitMoveType.Walk, cInfo.SpeedWalk);
SetSpeedRate(UnitMoveType.Run, cInfo.SpeedRun);
SetSpeedRate(UnitMoveType.Swim, 1.0f); // using 1.0 rate
SetSpeedRate(UnitMoveType.Flight, 1.0f); // using 1.0 rate
SetObjectScale(cinfo.Scale);
SetObjectScale(cInfo.Scale);
SetHoverHeight(cinfo.HoverHeight);
SetHoverHeight(cInfo.HoverHeight);
SetCanDualWield(cInfo.FlagsExtra.HasAnyFlag(CreatureFlagsExtra.UseOffhandAttack));
// checked at loading
DefaultMovementType = (MovementGeneratorType)(data != null ? data.movementType : cinfo.MovementType);
DefaultMovementType = (MovementGeneratorType)(data != null ? data.movementType : cInfo.MovementType);
if (m_respawnradius == 0 && DefaultMovementType == MovementGeneratorType.Random)
DefaultMovementType = MovementGeneratorType.Idle;
@@ -362,6 +364,8 @@ namespace Game.Entities
SetUpdateFieldValue(m_values.ModifyValue(m_unitData).ModifyValue(m_unitData.StateAnimID), Global.DB2Mgr.GetEmptyAnimStateID());
SetCanDualWield(cInfo.FlagsExtra.HasAnyFlag(CreatureFlagsExtra.UseOffhandAttack));
SetBaseAttackTime(WeaponAttackType.BaseAttack, cInfo.BaseAttackTime);
SetBaseAttackTime(WeaponAttackType.OffAttack, cInfo.BaseAttackTime);
SetBaseAttackTime(WeaponAttackType.RangedAttack, cInfo.RangeAttackTime);
+2 -2
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@@ -467,9 +467,9 @@ namespace Game.Entities
SetEmoteState(Emote.OneshotNone);
}
// delay offhand weapon attack to next attack time
// delay offhand weapon attack by 50% of the base attack time
if (HaveOffhandWeapon() && GetTypeId() != TypeId.Player)
ResetAttackTimer(WeaponAttackType.OffAttack);
SetAttackTimer(WeaponAttackType.OffAttack, Math.Max(GetAttackTimer(WeaponAttackType.OffAttack), GetAttackTimer(WeaponAttackType.BaseAttack) + MathFunctions.CalculatePct(GetBaseAttackTime(WeaponAttackType.BaseAttack), 50)));
if (meleeAttack)
SendMeleeAttackStart(victim);