Implementation of QAston proc system
This commit is contained in:
@@ -595,7 +595,8 @@ namespace Game.Entities
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DealDamageMods(victim, ref damageInfo.damage, ref damageInfo.absorb);
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SendAttackStateUpdate(damageInfo);
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ProcDamageAndSpell(damageInfo.target, damageInfo.procAttacker, damageInfo.procVictim, damageInfo.procEx, damageInfo.damage, damageInfo.attackType);
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DamageInfo dmgInfo = new DamageInfo(damageInfo);
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ProcSkillsAndAuras(damageInfo.target, damageInfo.procAttacker, damageInfo.procVictim, ProcFlagsSpellType.None, ProcFlagsSpellPhase.None, dmgInfo.GetHitMask(), null, dmgInfo, null);
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DealMeleeDamage(damageInfo, true);
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@@ -646,7 +647,6 @@ namespace Game.Entities
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damageInfo.procAttacker = ProcFlags.None;
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damageInfo.procVictim = ProcFlags.None;
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damageInfo.procEx = ProcFlagsExLegacy.None;
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damageInfo.hitOutCome = MeleeHitOutcome.Normal;
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SendAttackStateUpdate(damageInfo);
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@@ -808,7 +808,10 @@ namespace Game.Entities
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}
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if (IsTypeId(TypeId.Player))
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ToPlayer().CastItemCombatSpell(victim, damageInfo.attackType, damageInfo.procVictim, damageInfo.procEx);
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{
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DamageInfo dmgInfo = new DamageInfo(damageInfo);
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ToPlayer().CastItemCombatSpell(dmgInfo);
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}
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// Do effect if any damage done to target
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if (damageInfo.damage != 0)
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@@ -1431,16 +1434,17 @@ namespace Game.Entities
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// Do KILL and KILLED procs. KILL proc is called only for the unit who landed the killing blow (and its owner - for pets and totems) regardless of who tapped the victim
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if (IsPet() || IsTotem())
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{
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// proc only once for victim
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Unit owner = GetOwner();
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if (owner != null)
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owner.ProcDamageAndSpell(victim, ProcFlags.Kill, ProcFlags.None, ProcFlagsExLegacy.None, 0);
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owner.ProcSkillsAndAuras(victim, ProcFlags.Kill, ProcFlags.None, ProcFlagsSpellType.MaskAll, ProcFlagsSpellPhase.None, ProcFlagsHit.None, null, null, null);
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}
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if (!victim.IsCritter())
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ProcDamageAndSpell(victim, ProcFlags.Kill, ProcFlags.Killed, ProcFlagsExLegacy.None, 0);
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ProcSkillsAndAuras(victim, ProcFlags.Kill, ProcFlags.Killed, ProcFlagsSpellType.MaskAll, ProcFlagsSpellPhase.None, ProcFlagsHit.None, null, null, null);
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// Proc auras on death - must be before aura/combat remove
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victim.ProcDamageAndSpell(null, ProcFlags.Death, ProcFlags.None, ProcFlagsExLegacy.None, 0, WeaponAttackType.BaseAttack, null);
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victim.ProcSkillsAndAuras(victim, ProcFlags.None, ProcFlags.Death, ProcFlagsSpellType.MaskAll, ProcFlagsSpellPhase.None, ProcFlagsHit.None, null, null, null);
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// update get killing blow achievements, must be done before setDeathState to be able to require auras on target
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// and before Spirit of Redemption as it also removes auras
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@@ -1808,7 +1812,6 @@ namespace Game.Entities
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damageInfo.HitInfo = 0;
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damageInfo.procAttacker = ProcFlags.None;
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damageInfo.procVictim = ProcFlags.None;
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damageInfo.procEx = ProcFlagsExLegacy.None;
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damageInfo.hitOutCome = MeleeHitOutcome.Evade;
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if (victim == null)
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@@ -1839,7 +1842,6 @@ namespace Game.Entities
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damageInfo.HitInfo |= HitInfo.NormalSwing;
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damageInfo.TargetState = VictimState.Immune;
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damageInfo.procEx |= ProcFlagsExLegacy.Immune;
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damageInfo.damage = 0;
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damageInfo.cleanDamage = 0;
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return;
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@@ -1869,25 +1871,22 @@ namespace Game.Entities
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case MeleeHitOutcome.Evade:
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damageInfo.HitInfo |= HitInfo.Miss | HitInfo.SwingNoHitSound;
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damageInfo.TargetState = VictimState.Evades;
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damageInfo.procEx |= ProcFlagsExLegacy.Evade;
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damageInfo.damage = 0;
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damageInfo.cleanDamage = 0;
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return;
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case MeleeHitOutcome.Miss:
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damageInfo.HitInfo |= HitInfo.Miss;
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damageInfo.TargetState = VictimState.Intact;
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damageInfo.procEx |= ProcFlagsExLegacy.Miss;
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damageInfo.damage = 0;
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damageInfo.cleanDamage = 0;
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break;
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case MeleeHitOutcome.Normal:
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damageInfo.TargetState = VictimState.Hit;
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damageInfo.procEx |= ProcFlagsExLegacy.NormalHit;
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break;
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case MeleeHitOutcome.Crit:
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damageInfo.HitInfo |= HitInfo.CriticalHit;
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damageInfo.TargetState = VictimState.Hit;
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damageInfo.procEx |= ProcFlagsExLegacy.CriticalHit;
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// Crit bonus calc
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damageInfo.damage += damageInfo.damage;
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float mod = 0.0f;
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@@ -1905,19 +1904,16 @@ namespace Game.Entities
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break;
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case MeleeHitOutcome.Parry:
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damageInfo.TargetState = VictimState.Parry;
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damageInfo.procEx |= ProcFlagsExLegacy.Parry;
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damageInfo.cleanDamage += damageInfo.damage;
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damageInfo.damage = 0;
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break;
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case MeleeHitOutcome.Dodge:
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damageInfo.TargetState = VictimState.Dodge;
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damageInfo.procEx |= ProcFlagsExLegacy.Dodge;
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damageInfo.cleanDamage += damageInfo.damage;
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damageInfo.damage = 0;
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break;
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case MeleeHitOutcome.Block:
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damageInfo.TargetState = VictimState.Hit;
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damageInfo.procEx |= ProcFlagsExLegacy.Block | ProcFlagsExLegacy.NormalHit;
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// 30% damage blocked, double blocked amount if block is critical
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damageInfo.blocked_amount = MathFunctions.CalculatePct(damageInfo.damage, damageInfo.target.isBlockCritical() ? damageInfo.target.GetBlockPercent() * 2 : damageInfo.target.GetBlockPercent());
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damageInfo.damage -= damageInfo.blocked_amount;
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@@ -1926,7 +1922,6 @@ namespace Game.Entities
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case MeleeHitOutcome.Glancing:
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damageInfo.HitInfo |= HitInfo.Glancing;
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damageInfo.TargetState = VictimState.Hit;
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damageInfo.procEx |= ProcFlagsExLegacy.NormalHit;
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int leveldif = (int)victim.getLevel() - (int)getLevel();
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if (leveldif > 3)
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leveldif = 3;
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@@ -1938,7 +1933,6 @@ namespace Game.Entities
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case MeleeHitOutcome.Crushing:
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damageInfo.HitInfo |= HitInfo.Crushing;
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damageInfo.TargetState = VictimState.Hit;
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damageInfo.procEx |= ProcFlagsExLegacy.NormalHit;
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// 150% normal damage
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damageInfo.damage += (damageInfo.damage / 2);
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break;
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@@ -1965,10 +1959,7 @@ namespace Game.Entities
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CalcAbsorbResist(damageInfo.target, (SpellSchoolMask)damageInfo.damageSchoolMask, DamageEffectType.Direct, damageInfo.damage, ref damageInfo.absorb, ref damageInfo.resist);
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if (damageInfo.absorb != 0)
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{
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damageInfo.HitInfo |= (damageInfo.damage - damageInfo.absorb == 0 ? HitInfo.FullAbsorb : HitInfo.PartialAbsorb);
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damageInfo.procEx |= ProcFlagsExLegacy.Absorb;
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}
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if (damageInfo.resist != 0)
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damageInfo.HitInfo |= (damageInfo.damage - damageInfo.resist == 0 ? HitInfo.FullResist : HitInfo.PartialResist);
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@@ -2437,7 +2428,7 @@ namespace Game.Entities
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if (eff.GetAmount() >= 0)
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{
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// Reduce shield amount
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eff.SetAmount(eff.GetAmount() - currentAbsorb);
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eff.ChangeAmount(eff.GetAmount() - currentAbsorb);
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// Aura cannot absorb anything more - remove it
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if (eff.GetAmount() <= 0)
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eff.GetBase().Remove(AuraRemoveMode.EnemySpell);
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@@ -2498,7 +2489,7 @@ namespace Game.Entities
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// Check if our aura is using amount to count damage
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if (absorbAurEff.GetAmount() >= 0)
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{
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absorbAurEff.SetAmount(absorbAurEff.GetAmount() - currentAbsorb);
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absorbAurEff.ChangeAmount(absorbAurEff.GetAmount() - currentAbsorb);
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if ((absorbAurEff.GetAmount() <= 0))
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absorbAurEff.GetBase().Remove(AuraRemoveMode.EnemySpell);
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}
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@@ -2558,7 +2549,8 @@ namespace Game.Entities
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SendSpellNonMeleeDamageLog(log);
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// break 'Fear' and similar auras
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caster.ProcDamageAndSpellFor(true, this, ProcFlags.TakenSpellMagicDmgClassNeg, ProcFlagsExLegacy.NormalHit, WeaponAttackType.BaseAttack, eff.GetSpellInfo(), splitDamage);
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DamageInfo damageInfo = new DamageInfo(caster, this, splitDamage, eff.GetSpellInfo(), schoolMask, DamageEffectType.Direct, WeaponAttackType.BaseAttack);
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ProcSkillsAndAuras(caster, ProcFlags.None, ProcFlags.TakenSpellMagicDmgClassNeg, ProcFlagsSpellType.Damage, ProcFlagsSpellPhase.Hit, ProcFlagsHit.None, null, damageInfo, null);
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}
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}
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@@ -2566,24 +2558,22 @@ namespace Game.Entities
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absorb = dmgInfo.GetAbsorb();
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}
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public void CalcHealAbsorb(Unit victim, SpellInfo healSpell, ref uint healAmount, ref uint absorb)
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public void CalcHealAbsorb(HealInfo healInfo)
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{
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if (healAmount == 0)
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if (healInfo.GetHeal() == 0)
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return;
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int RemainingHeal = (int)healAmount;
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// Need remove expired auras after
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bool existExpired = false;
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// absorb without mana cost
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var vHealAbsorb = victim.GetAuraEffectsByType(AuraType.SchoolHealAbsorb);
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var vHealAbsorb = healInfo.GetTarget().GetAuraEffectsByType(AuraType.SchoolHealAbsorb);
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foreach (var eff in vHealAbsorb)
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{
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if (RemainingHeal <= 0)
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if (healInfo.GetHeal() <= 0)
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break;
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if (!Convert.ToBoolean(eff.GetMiscValue() & (int)healSpell.SchoolMask))
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if (!Convert.ToBoolean(eff.GetMiscValue() & (int)healInfo.GetSpellInfo().SchoolMask))
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continue;
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// Max Amount can be absorbed by this aura
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@@ -2598,13 +2588,12 @@ namespace Game.Entities
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// currentAbsorb - damage can be absorbed by shield
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// If need absorb less damage
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if (RemainingHeal < currentAbsorb)
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currentAbsorb = RemainingHeal;
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currentAbsorb = (int)Math.Min(healInfo.GetHeal(), currentAbsorb);
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RemainingHeal -= currentAbsorb;
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healInfo.AbsorbHeal((uint)currentAbsorb);
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// Reduce shield amount
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eff.SetAmount(eff.GetAmount() - currentAbsorb);
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eff.ChangeAmount(eff.GetAmount() - currentAbsorb);
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// Need remove it later
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if (eff.GetAmount() <= 0)
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existExpired = true;
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@@ -2619,16 +2608,13 @@ namespace Game.Entities
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++i;
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if (auraEff.GetAmount() <= 0)
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{
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uint removedAuras = victim.m_removedAurasCount;
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uint removedAuras = healInfo.GetTarget().m_removedAurasCount;
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auraEff.GetBase().Remove(AuraRemoveMode.EnemySpell);
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if (removedAuras + 1 < victim.m_removedAurasCount)
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if (removedAuras + 1 < healInfo.GetTarget().m_removedAurasCount)
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i = 0;
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}
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}
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}
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absorb = (uint)(RemainingHeal > 0 ? (healAmount - RemainingHeal) : healAmount);
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healAmount = (uint)RemainingHeal;
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}
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public uint CalcArmorReducedDamage(Unit attacker, Unit victim, uint damage, SpellInfo spellInfo, WeaponAttackType attackType = WeaponAttackType.Max)
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@@ -154,23 +154,10 @@ namespace Game.Entities
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public DiminishingLevels hitCount;
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}
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public class ProcTriggeredData
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{
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public ProcTriggeredData(Aura _aura)
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{
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aura = _aura;
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effMask = 0;
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spellProcEvent = null;
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}
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public SpellProcEventEntry spellProcEvent;
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public Aura aura;
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public uint effMask;
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}
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public class ProcEventInfo
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{
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public ProcEventInfo(Unit actor, Unit actionTarget, Unit procTarget, uint typeMask, uint spellTypeMask,
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uint spellPhaseMask, uint hitMask, Spell spell, DamageInfo damageInfo, HealInfo healInfo)
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public ProcEventInfo(Unit actor, Unit actionTarget, Unit procTarget, ProcFlags typeMask, ProcFlagsSpellType spellTypeMask,
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ProcFlagsSpellPhase spellPhaseMask, ProcFlagsHit hitMask, Spell spell, DamageInfo damageInfo, HealInfo healInfo)
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{
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_actor = actor;
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_actionTarget = actionTarget;
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@@ -188,10 +175,10 @@ namespace Game.Entities
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public Unit GetActionTarget() { return _actionTarget; }
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public Unit GetProcTarget() { return _procTarget; }
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public ProcFlags GetTypeMask() { return (ProcFlags)_typeMask; }
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public ProcFlagsSpellType GetSpellTypeMask() { return (ProcFlagsSpellType)_spellTypeMask; }
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public ProcFlagsSpellPhase GetSpellPhaseMask() { return (ProcFlagsSpellPhase)_spellPhaseMask; }
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public ProcFlagsHit GetHitMask() { return (ProcFlagsHit)_hitMask; }
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public ProcFlags GetTypeMask() { return _typeMask; }
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public ProcFlagsSpellType GetSpellTypeMask() { return _spellTypeMask; }
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public ProcFlagsSpellPhase GetSpellPhaseMask() { return _spellPhaseMask; }
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public ProcFlagsHit GetHitMask() { return _hitMask; }
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public SpellInfo GetSpellInfo()
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{
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@@ -221,13 +208,15 @@ namespace Game.Entities
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public DamageInfo GetDamageInfo() { return _damageInfo; }
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public HealInfo GetHealInfo() { return _healInfo; }
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public Spell GetProcSpell() { return _spell; }
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Unit _actor;
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Unit _actionTarget;
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Unit _procTarget;
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uint _typeMask;
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uint _spellTypeMask;
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uint _spellPhaseMask;
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uint _hitMask;
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ProcFlags _typeMask;
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ProcFlagsSpellType _spellTypeMask;
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ProcFlagsSpellPhase _spellPhaseMask;
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ProcFlagsHit _hitMask;
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Spell _spell;
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DamageInfo _damageInfo;
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HealInfo _healInfo;
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@@ -245,6 +234,7 @@ namespace Game.Entities
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m_damageType = damageType;
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m_attackType = attackType;
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}
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public DamageInfo(CalcDamageInfo dmgInfo)
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{
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m_attacker = dmgInfo.attacker;
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@@ -291,11 +281,20 @@ namespace Game.Entities
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case MeleeHitOutcome.Evade:
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m_hitMask |= ProcFlagsHit.Evade;
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break;
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case MeleeHitOutcome.Crushing:
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case MeleeHitOutcome.Glancing:
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case MeleeHitOutcome.Normal:
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m_hitMask |= ProcFlagsHit.Normal;
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break;
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case MeleeHitOutcome.Crit:
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m_hitMask |= ProcFlagsHit.Critical;
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break;
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default:
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break;
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}
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}
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public DamageInfo(SpellNonMeleeDamage spellNonMeleeDamage, DamageEffectType damageType, WeaponAttackType attackType)
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public DamageInfo(SpellNonMeleeDamage spellNonMeleeDamage, DamageEffectType damageType, WeaponAttackType attackType, ProcFlagsHit hitMask)
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{
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m_attacker = spellNonMeleeDamage.attacker;
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m_victim = spellNonMeleeDamage.target;
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@@ -307,6 +306,7 @@ namespace Game.Entities
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m_absorb = spellNonMeleeDamage.absorb;
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m_resist = spellNonMeleeDamage.resist;
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m_block = spellNonMeleeDamage.blocked;
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m_hitMask = hitMask;
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if (spellNonMeleeDamage.blocked != 0)
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m_hitMask |= ProcFlagsHit.Block;
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@@ -354,7 +354,7 @@ namespace Game.Entities
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public uint GetAbsorb() { return m_absorb; }
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public uint GetResist() { return m_resist; }
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uint GetBlock() { return m_block; }
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ProcFlagsHit GetHitMask() { return m_hitMask; }
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public ProcFlagsHit GetHitMask() { return m_hitMask; }
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Unit m_attacker;
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Unit m_victim;
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@@ -380,7 +380,7 @@ namespace Game.Entities
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_schoolMask = schoolMask;
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}
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void AbsorbHeal(uint amount)
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public void AbsorbHeal(uint amount)
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{
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amount = Math.Min(amount, GetHeal());
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_absorb += amount;
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@@ -425,7 +425,6 @@ namespace Game.Entities
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public WeaponAttackType attackType { get; set; }
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public ProcFlags procAttacker { get; set; }
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public ProcFlags procVictim { get; set; }
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public ProcFlagsExLegacy procEx { get; set; }
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public uint cleanDamage { get; set; } // Used only for rage calculation
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public MeleeHitOutcome hitOutCome { get; set; } // TODO: remove this field (need use TargetState)
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}
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+142
-799
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user