Identify the rest of Action/CombatDamage structs

This commit is contained in:
Michael Cook (mackal)
2018-02-28 19:21:03 -05:00
parent 29f89cdfbc
commit 06d22fa009
17 changed files with 261 additions and 290 deletions
+3 -3
View File
@@ -3611,15 +3611,15 @@ void Mob::CommonDamage(Mob* attacker, int &damage, const uint16 spell_id, const
a->special = 2;
else
a->special = 0;
a->meleepush_xy = attacker ? attacker->GetHeading() : 0.0f;
a->hit_heading = attacker ? attacker->GetHeading() : 0.0f;
if (RuleB(Combat, MeleePush) && damage > 0 && !IsRooted() &&
(IsClient() || zone->random.Roll(RuleI(Combat, MeleePushChance)))) {
a->force = EQEmu::skills::GetSkillMeleePushForce(skill_used);
if (IsNPC())
a->force *= 0.10f; // force against NPCs is divided by 10 I guess? ex bash is 0.3, parsed 0.03 against an NPC
// update NPC stuff
auto new_pos = glm::vec3(m_Position.x + (a->force * std::cos(a->meleepush_xy) + m_Delta.x),
m_Position.y + (a->force * std::sin(a->meleepush_xy) + m_Delta.y), m_Position.z);
auto new_pos = glm::vec3(m_Position.x + (a->force * std::cos(a->hit_heading) + m_Delta.x),
m_Position.y + (a->force * std::sin(a->hit_heading) + m_Delta.y), m_Position.z);
if (zone->zonemap && zone->zonemap->CheckLoS(glm::vec3(m_Position), new_pos)) { // If we have LoS on the new loc it should be reachable.
if (IsNPC()) {
// Is this adequate?