/*
* This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the
* Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that
* it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If
* not, see <http://www.gnu.org/licenses/>.
*/
package silentium.gameserver.model.actor.status;
import silentium.gameserver.model.actor.L2Attackable;
import silentium.gameserver.model.actor.L2Character;
public class AttackableStatus extends NpcStatus
{
public AttackableStatus(L2Attackable activeChar)
{
super(activeChar);
}
@Override
public final void reduceHp(double value, L2Character attacker)
{
reduceHp(value, attacker, true, false, false);
}
@Override
public final void reduceHp(double value, L2Character attacker, boolean awake, boolean isDOT, boolean isHpConsumption)
{
if (getActiveChar().isDead())
return;
if (value > 0)
{
if (getActiveChar().isOverhit())
getActiveChar().setOverhitValues(attacker, value);
else
getActiveChar().overhitEnabled(false);
}
else
getActiveChar().overhitEnabled(false);
super.reduceHp(value, attacker, awake, isDOT, isHpConsumption);
if (!getActiveChar().isDead())
// And the attacker's hit didn't kill the mob, clear the over-hit flag
getActiveChar().overhitEnabled(false);
}
@Override
public L2Attackable getActiveChar()
{
return (L2Attackable) super.getActiveChar();
}
}