void Player::UpdateDamagePhysical(WeaponAttackType attType)
{
    float mindamage;
    float maxdamage;

    CalculateMinMaxDamage(attType, false, true, mindamage, maxdamage);

    switch (attType)
    {
        case BASE_ATTACK:
        default:
            SetStatFloatValue(UNIT_FIELD_MIN_DAMAGE, mindamage);
            SetStatFloatValue(UNIT_FIELD_MAX_DAMAGE, maxdamage);
            break;
        case OFF_ATTACK:
            SetStatFloatValue(UNIT_FIELD_MIN_OFF_HAND_DAMAGE, mindamage);
            SetStatFloatValue(UNIT_FIELD_MAX_OFF_HAND_DAMAGE, maxdamage);
            break;
        case RANGED_ATTACK:
            SetStatFloatValue(UNIT_FIELD_MIN_RANGED_DAMAGE, mindamage);
            SetStatFloatValue(UNIT_FIELD_MAX_RANGED_DAMAGE, maxdamage);
            break;
    }
}
Exemple #2
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void Unit::UpdateDamagePhysical(WeaponAttackType attType)
{ 
    float minDamage = 0.0f;
    float maxDamage = 0.0f;

    CalculateMinMaxDamage(attType, false, true, minDamage, maxDamage);

    switch (attType)
    {
        case BASE_ATTACK:
        default:
            SetStatFloatValue(UNIT_FIELD_MINDAMAGE, minDamage);
            SetStatFloatValue(UNIT_FIELD_MAXDAMAGE, maxDamage);
            break;
        case OFF_ATTACK:
            SetStatFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, minDamage);
            SetStatFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, maxDamage);
            break;
        case RANGED_ATTACK:
            SetStatFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, minDamage);
            SetStatFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, maxDamage);
            break;
    }
}