* Fix bug in formula for Unit::GetAttackTime. This will hopefully fix over proccing of PPM based spells. It will also affect other spells that calculate damage / efficiency based on weapon speed.
--HG-- branch : trunk
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@@ -1100,7 +1100,12 @@ class TRINITY_DLL_SPEC Unit : public WorldObject
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void ApplyPowerMod(Powers power, uint32 val, bool apply);
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void ApplyPowerMod(Powers power, uint32 val, bool apply);
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void ApplyMaxPowerMod(Powers power, uint32 val, bool apply);
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void ApplyMaxPowerMod(Powers power, uint32 val, bool apply);
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uint32 GetAttackTime(WeaponAttackType att) const { return (uint32)(GetFloatValue(UNIT_FIELD_BASEATTACKTIME+att)/m_modAttackSpeedPct[att]); }
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uint32 GetAttackTime(WeaponAttackType att) const
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{
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float f_BaseAttackTime = GetFloatValue(UNIT_FIELD_BASEATTACKTIME+att) / m_modAttackSpeedPct[att];
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return (uint32)f_BaseAttackTime;
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}
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void SetAttackTime(WeaponAttackType att, uint32 val) { SetFloatValue(UNIT_FIELD_BASEATTACKTIME+att,val*m_modAttackSpeedPct[att]); }
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void SetAttackTime(WeaponAttackType att, uint32 val) { SetFloatValue(UNIT_FIELD_BASEATTACKTIME+att,val*m_modAttackSpeedPct[att]); }
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void ApplyAttackTimePercentMod(WeaponAttackType att,float val, bool apply);
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void ApplyAttackTimePercentMod(WeaponAttackType att,float val, bool apply);
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void ApplyCastTimePercentMod(float val, bool apply);
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void ApplyCastTimePercentMod(float val, bool apply);
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