void Combat::doCombatHealth(Creature* caster, Creature* target, int32_t minChange, int32_t maxChange, const CombatParams& params) { if(!params.isAggressive || (caster != target && Combat::canDoCombat(caster, target) == RET_NOERROR)) { Combat2Var var; var.minChange = minChange; var.maxChange = maxChange; CombatHealthFunc(caster, target, params, (void*)&var); if(params.impactEffect != NM_ME_NONE) g_game.addMagicEffect(target->getPosition(), params.impactEffect); if(caster && params.distanceEffect != NM_ME_NONE) addDistanceEffect(caster, caster->getPosition(), target->getPosition(), params.distanceEffect); } }
void Combat::doCombatHealth(Creature* caster, Creature* target, CombatDamage& damage, const CombatParams& params) { bool canCombat = !params.isAggressive || (caster != target && Combat::canDoCombat(caster, target) == RET_NOERROR); if ((caster == target || canCombat) && params.impactEffect != CONST_ME_NONE) { g_game.addMagicEffect(target->getPosition(), params.impactEffect); } if (canCombat) { CombatHealthFunc(caster, target, params, &damage); if (params.targetCallback) { params.targetCallback->onTargetCombat(caster, target); } if (caster && params.distanceEffect != CONST_ANI_NONE) { addDistanceEffect(caster, caster->getPosition(), target->getPosition(), params.distanceEffect); } } }
void Combat::doCombatHealth(const CreatureP& caster, const CreatureP& target, int32_t minChange, int32_t maxChange, const CombatParams& params) { if(params.isAggressive && (caster == target || Combat::canDoCombat(caster, target) != RET_NOERROR)) return; Combat2Var var; var.minChange = minChange; var.maxChange = maxChange; CombatHealthFunc(caster, target, params, (void*)&var); if(params.targetCallback) params.targetCallback->onTargetCombat(caster, target); if(params.effects.impact != MAGIC_EFFECT_NONE && (!caster || !caster->isGhost() || server.configManager().getBool(ConfigManager::GHOST_SPELL_EFFECTS))) server.game().addMagicEffect(target->getPosition(), params.effects.impact); if(caster && params.effects.distance != SHOOT_EFFECT_NONE) addDistanceEffect(caster, caster->getPosition(), target->getPosition(), params.effects.distance); }