i want to set the underwater damage to zero but im not sure how to go about it. i think its handled here:
if(m_UnderwaterState & UNDERWATERSTATE_UNDERWATER)
{
// keep subtracting timer
if(m_UnderwaterTime)
{
// not taking dmg yet
if(p_time >= m_UnderwaterTime)
m_UnderwaterTime = 0;
else
m_UnderwaterTime -= p_time;
}
if(!m_UnderwaterTime)
{
// check last damage dealt timestamp, and if enough time has elapsed deal damage
if(mstime >= m_UnderwaterLastDmg)
{
uint32 damage = m_uint32Values[UNIT_FIELD_MAXHEALTH] / 10;
WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, 21);
data << GetGUID() << uint8(DAMAGE_DROWNING) << damage << uint64(0);
SendMessageToSet(&data, true);
DealDamage(this, damage, 0, 0, 0);
m_UnderwaterLastDmg = mstime + 1000;
}
}
}
else
{
// check if we're not on a full breath timer
if(m_UnderwaterTime < m_UnderwaterMaxTime)
{
// regenning
m_UnderwaterTime += (p_time * 10);
if(m_UnderwaterTime >= m_UnderwaterMaxTime)
{
m_UnderwaterTime = m_UnderwaterMaxTime;
StopMirrorTimer(1);
}
}
}
but im not sure what to change. can someone offer up some advise? hopefull i found the right spot that handles it. thanks for any help.