Core/Units: moved melee attack rage generation into Unit::AttackerStateUpdate and send the generated rage in combat log packet instead of power update packets

Port From (https://github.com/TrinityCore/TrinityCore/commit/aefcd2fac7bb8b1a29a3d346f79bf02d1d5efc4a)
This commit is contained in:
Hondacrx
2025-05-19 12:58:56 -04:00
parent aa297eb09d
commit 4a29928f13
4 changed files with 36 additions and 17 deletions
+2 -2
View File
@@ -236,7 +236,7 @@ namespace Game.Chat
{
Unit.DealDamage(attacker, target, damage, null, DamageEffectType.Direct, SpellSchoolMask.Normal, null, false);
if (target != attacker)
attacker.SendAttackStateUpdate(HitInfo.AffectsVictim, target, SpellSchoolMask.Normal, damage, 0, 0, VictimState.Hit, 0);
attacker.SendAttackStateUpdate(HitInfo.AffectsVictim, target, SpellSchoolMask.Normal, damage, 0, 0, VictimState.Hit, 0, 0);
return true;
}
@@ -260,7 +260,7 @@ namespace Game.Chat
uint resist = dmgInfo.GetResist();
Unit.DealDamageMods(attacker, target, ref damage, ref absorb);
Unit.DealDamage(attacker, target, damage, null, DamageEffectType.Direct, schoolmask, null, false);
attacker.SendAttackStateUpdate(HitInfo.AffectsVictim, target, schoolmask, damage, absorb, resist, VictimState.Hit, 0);
attacker.SendAttackStateUpdate(HitInfo.AffectsVictim, target, schoolmask, damage, absorb, resist, VictimState.Hit, 0, 0);
return true;
}