Remove AttackedBy hook. Use CREATURE_EVENT_ON_DAMAGE_TAKEN instead - for more read 1660bb7d27 (TC removed it)

This commit is contained in:
Rochet2
2017-06-17 00:32:15 +03:00
parent 9939cb3834
commit 73fdcfe83f
4 changed files with 1 additions and 18 deletions

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@@ -208,15 +208,6 @@ bool Eluna::EnterEvadeMode(Creature* me)
return CallAllFunctionsBool(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
}
// Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc)
bool Eluna::AttackedBy(Creature* me, Unit* attacker)
{
START_HOOK_WITH_RETVAL(CREATURE_EVENT_ON_ATTACKED_AT, me, false);
Push(me);
Push(attacker);
return CallAllFunctionsBool(CreatureEventBindings, CreatureUniqueBindings, entry_key, unique_key);
}
// Called when creature is spawned or respawned (for reseting variables)
bool Eluna::JustRespawned(Creature* me)
{

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@@ -140,13 +140,6 @@ struct ElunaCreatureAI : ScriptedAI
}
#endif
// Called when the creature is target of hostile action: swing, hostile spell landed, fear/etc)
void AttackedBy(Unit* attacker) override
{
if (!sEluna->AttackedBy(me, attacker))
ScriptedAI::AttackedBy(attacker);
}
// Called when creature is spawned or respawned (for reseting variables)
void JustRespawned() override
{

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@@ -260,7 +260,7 @@ namespace Hooks
CREATURE_EVENT_ON_RECEIVE_EMOTE = 8, // (event, creature, player, emoteid) - Can return true to stop normal action
CREATURE_EVENT_ON_DAMAGE_TAKEN = 9, // (event, creature, attacker, damage) - Can return new damage
CREATURE_EVENT_ON_PRE_COMBAT = 10, // (event, creature, target) - Can return true to stop normal action
CREATURE_EVENT_ON_ATTACKED_AT = 11, // (event, creature, attacker) - Can return true to stop normal action
// UNUSED
CREATURE_EVENT_ON_OWNER_ATTACKED = 12, // (event, creature, target) - Can return true to stop normal action // Not on mangos
CREATURE_EVENT_ON_OWNER_ATTACKED_AT = 13, // (event, creature, attacker) - Can return true to stop normal action // Not on mangos
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:
bool MovementInform(Creature* me, uint32 type, uint32 id);
bool AttackStart(Creature* me, Unit* target);
bool EnterEvadeMode(Creature* me);
bool AttackedBy(Creature* me, Unit* attacker);
bool JustRespawned(Creature* me);
bool JustReachedHome(Creature* me);
bool ReceiveEmote(Creature* me, Player* player, uint32 emoteId);