*Send VICTIMSTATE_INTACT on melee attack miss.

*Rename VICTIMSTATE_NORMAL to VICTIMSTATE_HIT.
*Set default memory allocated in Spell::InitExecuteLogData to 32 bytes.

--HG--
branch : trunk
This commit is contained in:
QAston committed 2010-08-27 23:12:52 +02:00
1 parent 91233b9ba8
commit 5eb7e80fd5
4 files changed
+12 -12

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+6 -6
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@@ -1279,7 +1279,7 @@ void Unit::CalculateMeleeDamage(Unit *pVictim, uint32 damage, CalcDamageInfo *da
case MELEE_HIT_MISS:
{
damageInfo->HitInfo |= HITINFO_MISS;
damageInfo->TargetState = VICTIMSTATE_NORMAL;
damageInfo->TargetState = VICTIMSTATE_INTACT;
damageInfo->procEx |= PROC_EX_MISS;
damageInfo->damage = 0;
@@ -1287,13 +1287,13 @@ void Unit::CalculateMeleeDamage(Unit *pVictim, uint32 damage, CalcDamageInfo *da
break;
}
case MELEE_HIT_NORMAL:
damageInfo->TargetState = VICTIMSTATE_NORMAL;
damageInfo->TargetState = VICTIMSTATE_HIT;
damageInfo->procEx|=PROC_EX_NORMAL_HIT;
break;
case MELEE_HIT_CRIT:
{
damageInfo->HitInfo |= HITINFO_CRITICALHIT;
damageInfo->TargetState = VICTIMSTATE_NORMAL;
damageInfo->TargetState = VICTIMSTATE_HIT;
damageInfo->procEx |= PROC_EX_CRITICAL_HIT;
// Crit bonus calc
@@ -1346,7 +1346,7 @@ void Unit::CalculateMeleeDamage(Unit *pVictim, uint32 damage, CalcDamageInfo *da
break;
case MELEE_HIT_BLOCK:
{
damageInfo->TargetState = VICTIMSTATE_NORMAL;
damageInfo->TargetState = VICTIMSTATE_HIT;
damageInfo->HitInfo |= HITINFO_BLOCK;
damageInfo->procEx |= PROC_EX_BLOCK;
damageInfo->blocked_amount = damageInfo->target->GetShieldBlockValue();
@@ -1368,7 +1368,7 @@ void Unit::CalculateMeleeDamage(Unit *pVictim, uint32 damage, CalcDamageInfo *da
case MELEE_HIT_GLANCING:
{
damageInfo->HitInfo |= HITINFO_GLANCING;
damageInfo->TargetState = VICTIMSTATE_NORMAL;
damageInfo->TargetState = VICTIMSTATE_HIT;
damageInfo->procEx |= PROC_EX_NORMAL_HIT;
int32 leveldif = int32(pVictim->getLevel()) - int32(getLevel());
if (leveldif > 3) leveldif = 3;
@@ -1380,7 +1380,7 @@ void Unit::CalculateMeleeDamage(Unit *pVictim, uint32 damage, CalcDamageInfo *da
case MELEE_HIT_CRUSHING:
{
damageInfo->HitInfo |= HITINFO_CRUSHING;
damageInfo->TargetState = VICTIMSTATE_NORMAL;
damageInfo->TargetState = VICTIMSTATE_HIT;
damageInfo->procEx |= PROC_EX_NORMAL_HIT;
// 150% normal damage
damageInfo->damage += (damageInfo->damage / 2);