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Merge branch 'master' into random
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@ -827,6 +827,7 @@ void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
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this function is then run again to do the damage portion
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*/
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bool LaunchProjectile = false;
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bool ProjectileImpact = false;
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bool ProjectileMiss = false;
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if (RuleB(Combat, ProjectileDmgOnImpact)){
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@ -843,6 +844,8 @@ void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
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if (!RangeWeapon && !Ammo && range_id && ammo_id){
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ProjectileImpact = true;
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if (weapon_damage == 0)
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ProjectileMiss = true; //This indicates that MISS was originally calculated.
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@ -864,7 +867,7 @@ void Mob::DoArcheryAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
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else if (AmmoItem)
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SendItemAnimation(other, AmmoItem, SkillArchery);
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if (ProjectileMiss || !other->CheckHitChance(this, SkillArchery, MainPrimary, chance_mod)) {
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if (ProjectileMiss || (!ProjectileImpact && !other->CheckHitChance(this, SkillArchery, MainPrimary, chance_mod))) {
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mlog(COMBAT__RANGED, "Ranged attack missed %s.", other->GetName());
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if (LaunchProjectile){
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@ -1380,6 +1383,7 @@ void Mob::DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
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this function is then run again to do the damage portion
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*/
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bool LaunchProjectile = false;
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bool ProjectileImpact = false;
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bool ProjectileMiss = false;
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if (RuleB(Combat, ProjectileDmgOnImpact)){
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@ -1389,6 +1393,8 @@ void Mob::DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
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else{
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if (!RangeWeapon && range_id){
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ProjectileImpact = true;
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if (weapon_damage == 0)
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ProjectileMiss = true; //This indicates that MISS was originally calculated.
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@ -1406,7 +1412,7 @@ void Mob::DoThrowingAttackDmg(Mob* other, const ItemInst* RangeWeapon, const Ite
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else if (AmmoItem)
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SendItemAnimation(other, AmmoItem, SkillThrowing);
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if (ProjectileMiss || !other->CheckHitChance(this, SkillThrowing, MainPrimary, chance_mod)){
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if (ProjectileMiss || (!ProjectileImpact && !other->CheckHitChance(this, SkillThrowing, MainPrimary, chance_mod))){
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mlog(COMBAT__RANGED, "Ranged attack missed %s.", other->GetName());
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if (LaunchProjectile){
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TryProjectileAttack(other, AmmoItem, SkillThrowing, 0, RangeWeapon, nullptr, AmmoSlot, speed);
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