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@nzatsepilov
Created February 1, 2014 11:12
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diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -810,16 +810,20 @@ void Unit::RemoveSpellbyDamageTaken(uint
if (*i && (!spell || (*i)->GetId() != spell))
{
if (SpellMgr::GetDiminishingReturnsGroupForSpell((*i)->GetSpellProto(), false) == DIMINISHING_ENSLAVE)
continue;
roll = roll_chance_f(chance);
if (roll)
{
+ char debug_info[255];
+ sprintf(debug_info, "%f%-й шанс снятия прокнул", chance);
+ MonsterSay(debug_info, LANG_UNIVERSAL, 0);
+
m_damageTakenForRemoveSpell = 0;
aurasToRemove.push_back(auraPair);
}
}
}
for (std::list<std::pair<uint32, uint64> >::iterator i = aurasToRemove.begin(); i != aurasToRemove.end(); ++i)
RemoveAurasByCasterSpell(i->first, i->second);
@@ -3866,17 +3870,23 @@ int32 Unit::GetMaxNegativeAuraModifierBy
}
return modifier;
}
bool Unit::AddAura(Aura *Aur)
{
if (Aur->GetSpellProto()->Attributes & SPELL_ATTR_BREAKABLE_BY_DAMAGE)
+ {
+ char debug_info[255];
+ sprintf(debug_info, "Ресет полученного урона");
+ this->MonsterSay(debug_info, LANG_UNIVERSAL, 0);
+
this->m_damageTakenForRemoveSpell = 0;
+ }
// ghost spell check, allow apply any auras at player loading in ghost mode (will be cleanup after load)
if (!isAlive() && !SpellMgr::IsDeathPersistentSpell(Aur->GetSpellProto()) &&
(GetTypeId()!=TYPEID_PLAYER || !((Player*)this)->GetSession()->PlayerLoading()))
{
delete Aur;
return false;
}
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