Implement duration ramp and war cry with new AA system

Rampage also correctly does a full attack round for classes
other than monk and ranger
This commit is contained in:
Michael Cook (mackal)
2015-06-21 02:01:48 -04:00
parent d5098a56e0
commit d34b4a786b
8 changed files with 102 additions and 141 deletions
+5 -2
View File
@@ -878,7 +878,7 @@ void EntityList::AEBardPulse(Mob *caster, Mob *center, uint16 spell_id, bool aff
caster->CastToClient()->CheckSongSkillIncrease(spell_id);
}
//Dook- Rampage and stuff for clients.
// Rampage and stuff for clients. Normal and Duration rampages
//NPCs handle it differently in Mob::Rampage
void EntityList::AEAttack(Mob *attacker, float dist, int Hand, int count, bool IsFromSpell) {
//Dook- Will need tweaking, currently no pets or players or horses
@@ -896,7 +896,10 @@ void EntityList::AEAttack(Mob *attacker, float dist, int Hand, int count, bool I
&& curmob->GetRace() != 216 && curmob->GetRace() != 472 /* dont attack horses */
&& (DistanceSquared(curmob->GetPosition(), attacker->GetPosition()) <= dist2)
) {
attacker->Attack(curmob, Hand, false, false, IsFromSpell);
if (!attacker->IsClient() || attacker->GetClass() == MONK || attacker->GetClass() == RANGER)
attacker->Attack(curmob, Hand, false, false, IsFromSpell);
else
attacker->CastToClient()->DoAttackRounds(curmob, Hand, IsFromSpell);
hit++;
if (count != 0 && hit >= count)
return;