Core/Items: Corrected armor calculations, thanks Flemzard

Closes #8530
This commit is contained in:
Shauren
2012-12-02 01:04:19 +01:00
parent 7028b8739e
commit 4449434d62
+3 -3
View File
@@ -2110,8 +2110,8 @@ uint32 FillItemArmor(uint32 itemlevel, uint32 itemClass, uint32 itemSubclass, ui
if (itemClass != ITEM_CLASS_ARMOR || itemSubclass != ITEM_SUBCLASS_ARMOR_SHIELD)
{
ItemArmorQualityEntry const* armorQuality = sItemArmorQualityStore.LookupEntry(itemlevel);
ItemArmorTotalEntry const* armorToral = sItemArmorTotalStore.LookupEntry(itemlevel);
if (!armorQuality || !armorToral)
ItemArmorTotalEntry const* armorTotal = sItemArmorTotalStore.LookupEntry(itemlevel);
if (!armorQuality || !armorTotal)
return 0;
if (inventoryType == INVTYPE_ROBE)
@@ -2124,7 +2124,7 @@ uint32 FillItemArmor(uint32 itemlevel, uint32 itemClass, uint32 itemSubclass, ui
if (itemSubclass < ITEM_SUBCLASS_ARMOR_CLOTH)
return 0;
return uint32(armorQuality->Value[quality] * armorToral->Value[quality] * location->Value[itemSubclass - 1] + 0.5f);
return uint32(armorQuality->Value[quality] * armorTotal->Value[itemSubclass - 1] * location->Value[itemSubclass - 1] + 0.5f);
}
// shields