Remove Deprecated code
Port From (https://github.com/TrinityCore/TrinityCore/commit/1ced6d219236084412e9e76dbbbf1eb615efa920)
This commit is contained in:
@@ -79,21 +79,13 @@ namespace Game.AI
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//Make sure our attack is ready and we aren't currently casting before checking distance
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//Make sure our attack is ready and we aren't currently casting before checking distance
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if (me.IsAttackReady())
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if (me.IsAttackReady())
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{
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{
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if (ShouldSparWith(victim))
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me.AttackerStateUpdate(victim);
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me.FakeAttackerStateUpdate(victim);
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else
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me.AttackerStateUpdate(victim);
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me.ResetAttackTimer();
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me.ResetAttackTimer();
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}
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}
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if (me.HaveOffhandWeapon() && me.IsAttackReady(WeaponAttackType.OffAttack))
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if (me.HaveOffhandWeapon() && me.IsAttackReady(WeaponAttackType.OffAttack))
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{
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{
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if (ShouldSparWith(victim))
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me.AttackerStateUpdate(victim, WeaponAttackType.OffAttack);
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me.FakeAttackerStateUpdate(victim, WeaponAttackType.OffAttack);
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else
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me.AttackerStateUpdate(victim, WeaponAttackType.OffAttack);
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me.ResetAttackTimer(WeaponAttackType.OffAttack);
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me.ResetAttackTimer(WeaponAttackType.OffAttack);
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}
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}
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}
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}
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@@ -574,52 +574,6 @@ namespace Game.Entities
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}
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}
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}
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}
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public void FakeAttackerStateUpdate(Unit victim, WeaponAttackType attType = WeaponAttackType.BaseAttack)
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{
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if (HasUnitState(UnitState.CannotAutoattack) || HasUnitFlag(UnitFlags.Pacified))
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return;
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if (!victim.IsAlive())
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return;
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if ((attType == WeaponAttackType.BaseAttack || attType == WeaponAttackType.OffAttack) && !IsWithinLOSInMap(victim))
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return;
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AttackedTarget(victim, true);
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RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.Attacking);
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if (attType != WeaponAttackType.BaseAttack && attType != WeaponAttackType.OffAttack)
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return; // ignore ranged case
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if (IsTypeId(TypeId.Unit) && !HasUnitFlag(UnitFlags.Possessed) && !HasUnitFlag2(UnitFlags2.DisableTurn))
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SetFacingToObject(victim, false); // update client side facing to face the target (prevents visual glitches when casting untargeted spells)
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CalcDamageInfo damageInfo = new();
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damageInfo.Attacker = this;
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damageInfo.Target = victim;
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damageInfo.DamageSchoolMask = (uint)GetMeleeDamageSchoolMask();
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damageInfo.OriginalDamage = 0;
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damageInfo.Damage = 0;
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damageInfo.Absorb = 0;
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damageInfo.Resist = 0;
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damageInfo.AttackType = attType;
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damageInfo.CleanDamage = 0;
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damageInfo.Blocked = 0;
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damageInfo.TargetState = VictimState.Hit;
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damageInfo.HitInfo = HitInfo.AffectsVictim | HitInfo.NormalSwing | HitInfo.FakeDamage;
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if (attType == WeaponAttackType.OffAttack)
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damageInfo.HitInfo |= HitInfo.OffHand;
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damageInfo.ProcAttacker = ProcFlags.None;
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damageInfo.ProcVictim = ProcFlags.None;
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damageInfo.HitOutCome = MeleeHitOutcome.Normal;
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SendAttackStateUpdate(damageInfo);
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}
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public void SetBaseWeaponDamage(WeaponAttackType attType, WeaponDamageRange damageRange, float value) { m_weaponDamage[(int)attType][(int)damageRange] = value; }
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public void SetBaseWeaponDamage(WeaponAttackType attType, WeaponDamageRange damageRange, float value) { m_weaponDamage[(int)attType][(int)damageRange] = value; }
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public Unit GetMeleeHitRedirectTarget(Unit victim, SpellInfo spellInfo = null)
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public Unit GetMeleeHitRedirectTarget(Unit victim, SpellInfo spellInfo = null)
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@@ -142,10 +142,8 @@ namespace Scripts.World.NpcGuard
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return;
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return;
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}
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}
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}
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}
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if (ShouldSparWith(victim))
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me.FakeAttackerStateUpdate(victim);
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me.AttackerStateUpdate(victim);
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else
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me.AttackerStateUpdate(victim);
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me.ResetAttackTimer();
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me.ResetAttackTimer();
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task.Repeat();
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task.Repeat();
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});
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});
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