Changeset 28 for trunk/src/game/Unit.cpp
- Timestamp:
- 11/19/08 13:24:39 (17 years ago)
- Files:
-
- 1 modified
Legend:
- Unmodified
- Added
- Removed
-
trunk/src/game/Unit.cpp
r9 r28 471 471 RemoveSpellsCausingAura(SPELL_AURA_MOD_INVISIBILITY); 472 472 473 if(pVictim->GetTypeId() == TYPEID_PLAYER && !pVictim->IsStandState() && !pVictim->hasUnitState(UNIT_STAT_STUN DED))473 if(pVictim->GetTypeId() == TYPEID_PLAYER && !pVictim->IsStandState() && !pVictim->hasUnitState(UNIT_STAT_STUNNED)) 474 474 pVictim->SetStandState(PLAYER_STATE_NONE); 475 475 } … … 2150 2150 void Unit::AttackerStateUpdate (Unit *pVictim, WeaponAttackType attType, bool extra ) 2151 2151 { 2152 if(hasUnitState(UNIT_STAT_CONFUSED | UNIT_STAT_STUN DED | UNIT_STAT_FLEEING) || HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED) )2152 if(hasUnitState(UNIT_STAT_CONFUSED | UNIT_STAT_STUNNED | UNIT_STAT_FLEEING) || HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PACIFIED) ) 2153 2153 return; 2154 2154 … … 2962 2962 float Unit::GetUnitDodgeChance() const 2963 2963 { 2964 if(hasUnitState(UNIT_STAT_STUN DED))2964 if(hasUnitState(UNIT_STAT_STUNNED)) 2965 2965 return 0.0f; 2966 2966 if( GetTypeId() == TYPEID_PLAYER ) … … 2981 2981 float Unit::GetUnitParryChance() const 2982 2982 { 2983 if ( IsNonMeleeSpellCasted(false) || hasUnitState(UNIT_STAT_STUN DED))2983 if ( IsNonMeleeSpellCasted(false) || hasUnitState(UNIT_STAT_STUNNED)) 2984 2984 return 0.0f; 2985 2985 … … 3013 3013 float Unit::GetUnitBlockChance() const 3014 3014 { 3015 if ( IsNonMeleeSpellCasted(false) || hasUnitState(UNIT_STAT_STUN DED))3015 if ( IsNonMeleeSpellCasted(false) || hasUnitState(UNIT_STAT_STUNNED)) 3016 3016 return 0.0f; 3017 3017 … … 7986 7986 if (spellInfo->Mechanic == MECHANIC_FEAR ) 7987 7987 { 7988 if ( hasUnitState(UNIT_STAT_STUN DED) )7988 if ( hasUnitState(UNIT_STAT_STUNNED) ) 7989 7989 return true; 7990 7990 } … … 8663 8663 8664 8664 //If a mob or player is stunned he will not be able to detect stealth 8665 if (u->hasUnitState(UNIT_STAT_STUN DED) && (u != this))8665 if (u->hasUnitState(UNIT_STAT_STUNNED) && (u != this)) 8666 8666 return false; 8667 8667 … … 9137 9137 if(target) 9138 9138 { 9139 if(!hasUnitState(UNIT_STAT_STUN DED))9139 if(!hasUnitState(UNIT_STAT_STUNNED)) 9140 9140 SetInFront(target); 9141 9141 ((Creature*)this)->AI()->AttackStart(target);