/* * 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(); } }