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fix(Core/Scripting): UnitScript::DealDamage
always returns the original damage value
#22206
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fix(Core/Scripting): UnitScript::DealDamage
always returns the original damage value
#22206
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Basically, this script takes in a damage value, gets a new value based on the results of the DealDamage script, then |
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UnitScript::DealDamage
always returns the original damage value
auto const& dmg = script->DealDamage(AttackerUnit, pVictim, damage, damagetype); | ||
if (dmg != damage) | ||
{ | ||
return damage; | ||
return dmg; | ||
} | ||
} |
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auto const& dmg = script->DealDamage(AttackerUnit, pVictim, damage, damagetype); | |
if (dmg != damage) | |
{ | |
return damage; | |
return dmg; | |
} | |
} | |
damage = script->DealDamage(AttackerUnit, pVictim, damage, damagetype); | |
} |
Looking through the git history the above looks like the intended behavior
original function:
uint32 ScriptMgr::DealDamage(Unit* AttackerUnit, Unit *pVictim, uint32 damage, DamageEffectType damagetype) |
with macro expansion
uint32 ScriptMgr::DealDamage(Unit* AttackerUnit, Unit *pVictim, uint32 damage, DamageEffectType damagetype)
{
if (ScriptRegistry<UnitScript>::ScriptPointerList.empty())
return damage;
for (ScriptRegistry<UnitScript>::ScriptMapIterator itr =
ScriptRegistry<UnitScript>::ScriptPointerList.begin();
itr != ScriptRegistry<UnitScript>::ScriptPointerList.end(); ++itr)
damage = itr->second->DealDamage(AttackerUnit, pVictim, damage, damagetype);
return damage;
}
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Yea good catch, as it was written only the first script was actually ever being ran (alongside returning the wrong value -- this was really wrong!). I will adjust the code
@sogladev Am I supposed to resolve the requested change or are you? Sorry, I am new to this process |
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