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https://github.com/azerothcore/mod-ale
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Remove AttackedBy hook. Use CREATURE_EVENT_ON_DAMAGE_TAKEN instead - for more read 1660bb7d27 (TC removed it)
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@@ -208,15 +208,6 @@ bool Eluna::EnterEvadeMode(Creature* me)
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return CallAllFunctionsBool(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
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}
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// Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc)
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bool Eluna::AttackedBy(Creature* me, Unit* attacker)
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{
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START_HOOK_WITH_RETVAL(CREATURE_EVENT_ON_ATTACKED_AT, me, false);
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Push(me);
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Push(attacker);
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return CallAllFunctionsBool(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
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}
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// Called when creature is spawned or respawned (for reseting variables)
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bool Eluna::JustRespawned(Creature* me)
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{
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@@ -140,13 +140,6 @@ struct ElunaCreatureAI : ScriptedAI
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}
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#endif
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// Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc)
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void AttackedBy(Unit* attacker) override
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{
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if (!sEluna->AttackedBy(me, attacker))
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ScriptedAI::AttackedBy(attacker);
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}
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// Called when creature is spawned or respawned (for reseting variables)
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void JustRespawned() override
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{
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2
Hooks.h
2
Hooks.h
@@ -260,7 +260,7 @@ namespace Hooks
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CREATURE_EVENT_ON_RECEIVE_EMOTE = 8, // (event, creature, player, emoteid) - Can return true to stop normal action
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CREATURE_EVENT_ON_DAMAGE_TAKEN = 9, // (event, creature, attacker, damage) - Can return new damage
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CREATURE_EVENT_ON_PRE_COMBAT = 10, // (event, creature, target) - Can return true to stop normal action
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CREATURE_EVENT_ON_ATTACKED_AT = 11, // (event, creature, attacker) - Can return true to stop normal action
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// UNUSED
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CREATURE_EVENT_ON_OWNER_ATTACKED = 12, // (event, creature, target) - Can return true to stop normal action // Not on mangos
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CREATURE_EVENT_ON_OWNER_ATTACKED_AT = 13, // (event, creature, attacker) - Can return true to stop normal action // Not on mangos
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CREATURE_EVENT_ON_HIT_BY_SPELL = 14, // (event, creature, caster, spellid) - Can return true to stop normal action
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@@ -377,7 +377,6 @@ public:
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bool MovementInform(Creature* me, uint32 type, uint32 id);
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bool AttackStart(Creature* me, Unit* target);
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bool EnterEvadeMode(Creature* me);
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bool AttackedBy(Creature* me, Unit* attacker);
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bool JustRespawned(Creature* me);
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bool JustReachedHome(Creature* me);
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bool ReceiveEmote(Creature* me, Player* player, uint32 emoteId);
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