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Merge branch 'legion-dev' of https://github.com/simulationcraft/simc
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…into legion-dev
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Frostedmages committed Jul 26, 2016
2 parents 68fdd45 + 818b655 commit 5565741
Showing 1 changed file with 11 additions and 6 deletions.
17 changes: 11 additions & 6 deletions engine/class_modules/sc_hunter.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -3676,13 +3676,15 @@ struct melee_t: public hunter_melee_attack_t
{
bool first;
talon_strike_t* talon_strike;
melee_t( hunter_t* player, const std::string &name = "auto_attack", const spell_data_t* s = spell_data_t::nil() ):
melee_t( hunter_t* player, const std::string &name = "auto_attack_mh", const spell_data_t* s = spell_data_t::nil() ):
hunter_melee_attack_t( name, player, s ), first( true ), talon_strike( nullptr )
{
school = SCHOOL_PHYSICAL;
base_execute_time = player -> main_hand_weapon.swing_time;
weapon = &( player -> main_hand_weapon );
background = true;
repeating = true;
may_glance = true;
special = false;
trigger_gcd = timespan_t::zero();

Expand All @@ -3693,7 +3695,7 @@ struct melee_t: public hunter_melee_attack_t
}
}

virtual timespan_t execute_time() const override
timespan_t execute_time() const override
{
if ( ! player -> in_combat )
return timespan_t::from_seconds( 0.01 );
Expand All @@ -3703,14 +3705,14 @@ struct melee_t: public hunter_melee_attack_t
return hunter_melee_attack_t::execute_time();;
}

virtual void execute() override
void execute() override
{
if ( first )
first = false;
hunter_melee_attack_t::execute();
}

virtual void impact( action_state_t* s ) override
void impact( action_state_t* s ) override
{
hunter_melee_attack_t::impact( s );

Expand Down Expand Up @@ -3740,14 +3742,17 @@ struct auto_attack_t: public hunter_melee_attack_t
{
parse_options( options_str );
player -> main_hand_attack = new melee_t( player );
ignore_false_positive = true;
range = 5;
trigger_gcd = timespan_t::zero();
}

virtual void execute() override
void execute() override
{
player -> main_hand_attack -> schedule_execute();
}

virtual bool ready() override
bool ready() override
{
if ( player -> is_moving() )
return false;
Expand Down

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