Stacking Knockback

Prometheus

Everything is mutable; nothing is sacred
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590
So basically, I thought I had fixed this. It only happens every once in a while. What happens is it will run this three times and shoot the enemy off. I mean, it looks awesome but its not intended.

JASS:
scope UshiroDageki initializer Init
//Config Header
    globals
        private constant integer ABID = 'A000' //This is the ID of the ability.
        private constant integer PRLVL = 3 //This is the base chance, it is multiplied by the level of the ability.
        private constant integer DMG = 50 //The base damage done per level. Level 1 = 50, Level 2 = 100, ect.
        private constant real INIS = 400.00 //The initial speed the unit is knocked back with.
        private constant real DEC = 10.00 //How much the unit slows down per second.
        private constant string EFX = "Abilities\\Spells\\Orc\\WarStomp\\WarStompCaster.mdl" //Effect that shows when the spell activates
        private constant string ANIM = "slam" //The animation the unit does when the ability activates.
        private constant boolean KILLD = true //If true the knockback will destroy destructables.
    endglobals
//EndConfig Header

    globals
        private trigger t = CreateTrigger()
        private group g = CreateGroup()
    endglobals

    private function Do takes nothing returns boolean
        if GetUnitState(GetFilterUnit(),UNIT_STATE_LIFE)>0 and IsUnitInGroup(GetFilterUnit(),g)==false then
            call TriggerRegisterUnitEvent(t,GetFilterUnit(),EVENT_UNIT_DAMAGED)
        elseif GetUnitState(GetFilterUnit(),UNIT_STATE_LIFE)<0 and IsUnitInGroup(GetFilterUnit(),g)==true then
            call GroupRemoveUnit(g,GetFilterUnit())
        endif
        return true
    endfunction

    private function AddUnits takes nothing returns nothing
        //For registering a unit taking damage.
        call GroupEnumUnitsInRect(g, bj_mapInitialPlayableArea, Condition(function Do))
    endfunction
    
    private function DA takes nothing returns nothing
        local timer z = GetExpiredTimer()
        call EnableTrigger(t)
        call DestroyTimer(z)
        set t = null
    endfunction
    
    private function UD_C takes nothing returns boolean
        //Do all the conditions in one function instead of bothering with an if/then.
        return GetUnitAbilityLevel(GetEventDamageSource(), ABID) > 0 and GetUnitAbilityLevel(GetEventDamageSource(), ABID)*PRLVL >= GetRandomInt(1, 100)
    endfunction
    
    private function UD_A takes nothing returns nothing
        local unit u = GetEventDamageSource()
        local unit h = GetTriggerUnit()
        
        local integer i = GetUnitAbilityLevel(u, ABID)
        local real r = GetEventDamage()
        
        local timer z = CreateTimer()
        
        call DisableTrigger(t)
        call SetUnitAnimation(h, ANIM)
        call DestroyEffect(AddSpecialEffect(EFX, GetUnitX(u), GetUnitY(u)))
        call UnitDamageTarget(u,h,i*DMG,true,true,ATTACK_TYPE_CHAOS,DAMAGE_TYPE_UNKNOWN,WEAPON_TYPE_WHOKNOWS)
        call SetUnitState(u, UNIT_STATE_LIFE, GetUnitState(u, UNIT_STATE_LIFE)+r)
        call KnockbackTarget(h, GetUnitFacing(u), INIS, DEC, KILLD)
        //Thank Rising_Dusk for his godly knockback system.
        
        set u = null
        set h = null
        
        call TimerStart(z,1,false,function DA)
    endfunction
    
    private function Init takes nothing returns nothing
        local integer i = 0
        local timer z = CreateTimer()
        
        call TimerStart(z,5,true,function AddUnits)
        call TriggerAddAction(t, function UD_A)
        call TriggerAddCondition(t, Condition(function UD_C))
    endfunction
endscope
 
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