Drop old item amount calculation. by Vladimir
--HG-- branch : trunk
This commit is contained in:
@@ -3015,30 +3015,7 @@ void Spell::DoCreateItem(uint32 i, uint32 itemtype)
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break;
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}
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uint32 num_to_add;
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// TODO: maybe all this can be replaced by using correct calculated `damage` value
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if (pProto->Class != ITEM_CLASS_CONSUMABLE || m_spellInfo->SpellFamilyName != SPELLFAMILY_MAGE)
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{
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num_to_add = damage;
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/*int32 basePoints = m_currentBasePoints[i];
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int32 randomPoints = m_spellInfo->EffectDieSides[i];
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if (randomPoints)
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num_to_add = basePoints + irand(1, randomPoints);
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else
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num_to_add = basePoints + 1;*/
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}
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else if (pProto->MaxCount == 1)
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num_to_add = 1;
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else if (player->getLevel() >= m_spellInfo->spellLevel)
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{
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num_to_add = damage;
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/*int32 basePoints = m_currentBasePoints[i];
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float pointPerLevel = m_spellInfo->EffectRealPointsPerLevel[i];
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num_to_add = basePoints + 1 + uint32((player->getLevel() - m_spellInfo->spellLevel)*pointPerLevel);*/
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}
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else
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num_to_add = 2;
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uint32 num_to_add = damage;
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if (num_to_add < 1)
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num_to_add = 1;
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