Core/Entities: Port some refactors
Port From (https://github.com/TrinityCore/TrinityCore/commit/431a326e6974d3c86452192767368ab6c4ea9b0b)
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@@ -239,17 +239,17 @@ namespace Game.Entities
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public DamageInfo(CalcDamageInfo dmgInfo)
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{
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m_attacker = dmgInfo.attacker;
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m_victim = dmgInfo.target;
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m_damage = dmgInfo.damage;
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m_originalDamage = dmgInfo.damage;
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m_attacker = dmgInfo.Attacker;
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m_victim = dmgInfo.Target;
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m_damage = dmgInfo.Damage;
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m_originalDamage = dmgInfo.Damage;
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m_spellInfo = null;
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m_schoolMask = (SpellSchoolMask)dmgInfo.damageSchoolMask;
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m_schoolMask = (SpellSchoolMask)dmgInfo.DamageSchoolMask;
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m_damageType = DamageEffectType.Direct;
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m_attackType = dmgInfo.attackType;
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m_absorb = dmgInfo.absorb;
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m_resist = dmgInfo.resist;
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m_block = dmgInfo.blocked_amount;
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m_attackType = dmgInfo.AttackType;
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m_absorb = dmgInfo.Absorb;
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m_resist = dmgInfo.Resist;
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m_block = dmgInfo.Blocked;
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switch (dmgInfo.TargetState)
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{
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@@ -271,7 +271,7 @@ namespace Game.Entities
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m_hitMask |= ProcFlagsHit.Block;
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bool damageNullified = dmgInfo.HitInfo.HasAnyFlag(HitInfo.FullAbsorb | HitInfo.FullResist) || m_hitMask.HasAnyFlag(ProcFlagsHit.Immune | ProcFlagsHit.FullBlock);
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switch (dmgInfo.hitOutCome)
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switch (dmgInfo.HitOutCome)
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{
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case MeleeHitOutcome.Miss:
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m_hitMask |= ProcFlagsHit.Miss;
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@@ -428,22 +428,23 @@ namespace Game.Entities
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public class CalcDamageInfo
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{
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public Unit attacker { get; set; } // Attacker
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public Unit target { get; set; } // Target for damage
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public uint damageSchoolMask { get; set; }
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public uint damage;
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public uint originalDamage;
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public uint absorb;
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public uint resist;
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public uint blocked_amount { get; set; }
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public Unit Attacker { get; set; } // Attacker
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public Unit Target { get; set; } // Target for damage
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public uint DamageSchoolMask { get; set; }
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public uint Damage;
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public uint OriginalDamage { get; set; }
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public uint Absorb;
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public uint Resist { get; set; }
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public uint Blocked { get; set; }
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public HitInfo HitInfo { get; set; }
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public VictimState TargetState { get; set; }
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// Helper
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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 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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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 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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public class SpellNonMeleeDamage
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