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