Merge remote-tracking branch 'origin/master' into mmaps
Conflicts: src/server/game/Maps/Map.cpp src/server/game/Movement/MovementGenerator.h src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.h src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.h src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp src/server/game/Movement/MovementGenerators/HomeMovementGenerator.h src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp src/server/game/Movement/MovementGenerators/PointMovementGenerator.h src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp src/server/game/Movement/MovementGenerators/RandomMovementGenerator.h src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.h src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.h src/server/game/Spells/SpellEffects.cpp
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@@ -16,49 +16,50 @@
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Common.h"
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#include "CreatureAIImpl.h"
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#include "Log.h"
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#include "Opcodes.h"
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#include "WorldPacket.h"
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#include "WorldSession.h"
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#include "World.h"
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#include "ObjectMgr.h"
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#include "SpellMgr.h"
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#include "Unit.h"
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#include "QuestDef.h"
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#include "Player.h"
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#include "Creature.h"
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#include "Spell.h"
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#include "Group.h"
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#include "SpellAuras.h"
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#include "SpellAuraEffects.h"
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#include "MapManager.h"
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#include "ObjectAccessor.h"
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#include "CreatureAI.h"
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#include "Formulas.h"
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#include "Pet.h"
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#include "Util.h"
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#include "Totem.h"
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#include "Battleground.h"
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#include "OutdoorPvP.h"
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#include "InstanceSaveMgr.h"
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#include "GridNotifiersImpl.h"
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#include "CellImpl.h"
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#include "CreatureGroups.h"
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#include "PetAI.h"
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#include "PassiveAI.h"
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#include "TemporarySummon.h"
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#include "Vehicle.h"
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#include "Transport.h"
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#include "InstanceScript.h"
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#include "SpellInfo.h"
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#include "MoveSplineInit.h"
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#include "MoveSpline.h"
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#include "ConditionMgr.h"
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#include "UpdateFieldFlags.h"
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#include "Common.h"
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#include "Battlefield.h"
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#include "BattlefieldMgr.h"
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#include "Battleground.h"
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#include "CellImpl.h"
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#include "ConditionMgr.h"
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#include "CreatureAI.h"
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#include "CreatureAIImpl.h"
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#include "CreatureGroups.h"
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#include "Creature.h"
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#include "Formulas.h"
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#include "GridNotifiersImpl.h"
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#include "Group.h"
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#include "InstanceSaveMgr.h"
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#include "InstanceScript.h"
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#include "Log.h"
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#include "MapManager.h"
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#include "MoveSpline.h"
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#include "MoveSplineInit.h"
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#include "ObjectAccessor.h"
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#include "ObjectMgr.h"
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#include "Opcodes.h"
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#include "OutdoorPvP.h"
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#include "PassiveAI.h"
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#include "PetAI.h"
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#include "Pet.h"
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#include "Player.h"
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#include "QuestDef.h"
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#include "ReputationMgr.h"
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#include "SpellAuraEffects.h"
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#include "SpellAuras.h"
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#include "Spell.h"
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#include "SpellInfo.h"
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#include "SpellMgr.h"
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#include "TemporarySummon.h"
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#include "Totem.h"
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#include "Transport.h"
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#include "UpdateFieldFlags.h"
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#include "Util.h"
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#include "Vehicle.h"
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#include "World.h"
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#include "WorldPacket.h"
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#include "WorldSession.h"
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#include <math.h>
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@@ -1328,7 +1329,7 @@ void Unit::DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss)
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// If this is a creature and it attacks from behind it has a probability to daze it's victim
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if ((damageInfo->hitOutCome == MELEE_HIT_CRIT || damageInfo->hitOutCome == MELEE_HIT_CRUSHING || damageInfo->hitOutCome == MELEE_HIT_NORMAL || damageInfo->hitOutCome == MELEE_HIT_GLANCING) &&
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GetTypeId() != TYPEID_PLAYER && !ToCreature()->IsControlledByPlayer() && !victim->HasInArc(M_PI, this)
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&& (victim->GetTypeId() == TYPEID_PLAYER || !victim->ToCreature()->isWorldBoss()))
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&& (victim->GetTypeId() == TYPEID_PLAYER || !victim->ToCreature()->isWorldBoss())&& !victim->IsVehicle())
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{
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// -probability is between 0% and 40%
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// 20% base chance
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@@ -1341,7 +1342,10 @@ void Unit::DealMeleeDamage(CalcDamageInfo* damageInfo, bool durabilityLoss)
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uint32 VictimDefense=victim->GetDefenseSkillValue();
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uint32 AttackerMeleeSkill=GetUnitMeleeSkill();
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Probability *= AttackerMeleeSkill/(float)VictimDefense;
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Probability *= AttackerMeleeSkill/(float)VictimDefense*0.16;
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if (Probability < 0)
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Probability = 0;
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if (Probability > 40.0f)
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Probability = 40.0f;
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