* More updating of iterator data types in loops. (Player.cpp fully done now)
--HG-- branch : trunk
This commit is contained in:
+94
-94
@@ -140,7 +140,7 @@ void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint32 leve
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{
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case CLASS_DEATH_KNIGHT:
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{
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for(int i = 0; i < TaxiMaskSize; ++i)
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for(uint8 i = 0; i < TaxiMaskSize; ++i)
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m_taximask[i] |= sOldContinentsNodesMask[i];
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break;
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}
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@@ -177,7 +177,7 @@ void PlayerTaxi::LoadTaxiMask(const char* data)
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{
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Tokens tokens = StrSplit(data, " ");
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int index;
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uint8 index;
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Tokens::iterator iter;
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for (iter = tokens.begin(), index = 0;
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(index < TaxiMaskSize) && (iter != tokens.end()); ++iter, ++index)
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@@ -265,7 +265,7 @@ uint32 PlayerTaxi::GetCurrentTaxiPath() const
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std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi)
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{
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ss << "'";
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for(int i = 0; i < TaxiMaskSize; ++i)
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for(uint8 i = 0; i < TaxiMaskSize; ++i)
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ss << taxi.m_taximask[i] << " ";
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ss << "'";
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return ss;
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@@ -352,7 +352,7 @@ Player::Player (WorldSession *session): Unit(), m_achievementMgr(this), m_reputa
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m_DailyQuestChanged = false;
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m_lastDailyQuestTime = 0;
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for (int i=0; i<MAX_TIMERS; i++)
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for (uint8 i=0; i<MAX_TIMERS; i++)
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m_MirrorTimer[i] = DISABLED_MIRROR_TIMER;
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m_MirrorTimerFlags = UNDERWATER_NONE;
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@@ -412,7 +412,7 @@ Player::Player (WorldSession *session): Unit(), m_achievementMgr(this), m_reputa
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m_resetTalentsTime = 0;
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m_itemUpdateQueueBlocked = false;
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for (int i = 0; i < MAX_MOVE_TYPE; ++i)
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for (uint8 i = 0; i < MAX_MOVE_TYPE; ++i)
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m_forced_speed_changes[i] = 0;
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m_stableSlots = 0;
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@@ -428,13 +428,13 @@ Player::Player (WorldSession *session): Unit(), m_achievementMgr(this), m_reputa
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m_activeSpec = 0;
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m_specsCount = 0;
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for (int i = 0; i < BASEMOD_END; ++i)
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for (uint8 i = 0; i < BASEMOD_END; ++i)
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{
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m_auraBaseMod[i][FLAT_MOD] = 0.0f;
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m_auraBaseMod[i][PCT_MOD] = 1.0f;
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}
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for (int i = 0; i < MAX_COMBAT_RATING; i++)
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for (uint8 i = 0; i < MAX_COMBAT_RATING; i++)
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m_baseRatingValue[i] = 0;
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m_baseSpellDamage = 0;
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@@ -479,7 +479,7 @@ Player::~Player ()
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//m_social = NULL;
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// Note: buy back item already deleted from DB when player was saved
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for(int i = 0; i < PLAYER_SLOTS_COUNT; ++i)
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for(uint8 i = 0; i < PLAYER_SLOTS_COUNT; ++i)
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{
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if(m_items[i])
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delete m_items[i];
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@@ -536,7 +536,7 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8
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return false;
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}
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for (int i = 0; i < PLAYER_SLOTS_COUNT; i++)
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for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; i++)
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m_items[i] = NULL;
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m_race = race;
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@@ -708,18 +708,18 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8
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// original action bar
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std::list<uint16>::const_iterator action_itr[4];
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for(int i=0; i<4; i++)
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for(uint8 i=0; i<4; i++)
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action_itr[i] = info->action[i].begin();
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for (; action_itr[0]!=info->action[0].end() && action_itr[1]!=info->action[1].end();)
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{
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uint16 taction[4];
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for(int i=0; i<4 ;i++)
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for(uint8 i=0; i<4 ;i++)
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taction[i] = (*action_itr[i]);
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addActionButton((uint8)taction[0], taction[1], (uint8)taction[2], (uint8)taction[3]);
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for(int i=0; i<4 ;i++)
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for(uint8 i=0; i<4 ;i++)
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++action_itr[i];
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}
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@@ -786,7 +786,7 @@ bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8
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// bags and main-hand weapon must equipped at this moment
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// now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
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// or ammo not equipped in special bag
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for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
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for(uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
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{
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if(Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
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{
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@@ -1064,7 +1064,7 @@ void Player::HandleDrowning(uint32 time_diff)
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// Recheck timers flag
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m_MirrorTimerFlags&=~UNDERWATER_EXIST_TIMERS;
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for (int i = 0; i< MAX_TIMERS; ++i)
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for (uint8 i = 0; i< MAX_TIMERS; ++i)
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if (m_MirrorTimer[i]!=DISABLED_MIRROR_TIMER)
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{
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m_MirrorTimerFlags|=UNDERWATER_EXIST_TIMERS;
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@@ -1820,7 +1820,7 @@ void Player::AddToWorld()
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///- The player should only be added when logging in
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Unit::AddToWorld();
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for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
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for(uint8 i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
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{
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if(m_items[i])
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m_items[i]->AddToWorld();
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@@ -1843,7 +1843,7 @@ void Player::RemoveFromWorld()
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///- The player should only be removed when logging out
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Unit::RemoveFromWorld();
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for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
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for(uint8 i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
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{
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if(m_items[i])
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m_items[i]->RemoveFromWorld();
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@@ -2363,7 +2363,7 @@ void Player::GiveLevel(uint32 level)
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data << uint32(0);
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data << uint32(0);
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// end for
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for(int i = STAT_STRENGTH; i < MAX_STATS; ++i) // Stats loop (0-4)
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for(uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i) // Stats loop (0-4)
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data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i)));
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GetSession()->SendPacket(&data);
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@@ -2377,7 +2377,7 @@ void Player::GiveLevel(uint32 level)
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UpdateSkillsForLevel ();
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// save base values (bonuses already included in stored stats
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for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
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for(uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
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SetCreateStat(Stats(i), info.stats[i]);
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SetCreateHealth(classInfo.basehealth);
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@@ -2464,10 +2464,10 @@ void Player::InitStatsForLevel(bool reapplyMods)
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SetFloatValue(OBJECT_FIELD_SCALE_X,1.0f);
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// save base values (bonuses already included in stored stats
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for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
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for(uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
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SetCreateStat(Stats(i), info.stats[i]);
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for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
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for(uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
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SetStat(Stats(i), info.stats[i]);
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SetCreateHealth(classInfo.basehealth);
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@@ -2484,7 +2484,7 @@ void Player::InitStatsForLevel(bool reapplyMods)
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SetUInt32Value(index, 0);
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SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS,0);
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for (int i = 0; i < 7; i++)
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for (uint8 i = 0; i < 7; i++)
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{
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SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG+i, 0);
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SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, 0);
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@@ -2531,7 +2531,7 @@ void Player::InitStatsForLevel(bool reapplyMods)
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SetResistanceBuffMods(SpellSchools(0), true, 0.0f);
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SetResistanceBuffMods(SpellSchools(0), false, 0.0f);
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// set other resistance to original value (0)
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for (int i = 1; i < MAX_SPELL_SCHOOL; i++)
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for (uint8 i = 1; i < MAX_SPELL_SCHOOL; i++)
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{
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SetResistance(SpellSchools(i), 0);
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SetResistanceBuffMods(SpellSchools(i), true, 0.0f);
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@@ -2540,19 +2540,19 @@ void Player::InitStatsForLevel(bool reapplyMods)
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SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE,0);
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SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE,0);
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for(int i = 0; i < MAX_SPELL_SCHOOL; ++i)
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for(uint8 i = 0; i < MAX_SPELL_SCHOOL; ++i)
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{
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SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER+i,0);
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SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i,0.0f);
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}
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// Reset no reagent cost field
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for(int i = 0; i < 3; i++)
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for(uint8 i = 0; i < 3; i++)
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SetUInt32Value(PLAYER_NO_REAGENT_COST_1 + i, 0);
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// Init data for form but skip reapply item mods for form
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InitDataForForm(reapplyMods);
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// save new stats
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for (int i = POWER_MANA; i < MAX_POWERS; i++)
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for (uint8 i = POWER_MANA; i < MAX_POWERS; i++)
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SetMaxPower(Powers(i), uint32(GetCreatePowers(Powers(i))));
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SetMaxHealth(classInfo.basehealth); // stamina bonus will applied later
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@@ -2888,7 +2888,7 @@ bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependen
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{
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if(TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id ))
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{
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for(int i=0; i < MAX_TALENT_RANK; ++i)
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for(uint8 i=0; i < MAX_TALENT_RANK; ++i)
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{
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// skip learning spell and no rank spell case
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uint32 rankSpellId = talentInfo->RankID[i];
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@@ -3553,7 +3553,7 @@ bool Player::resetTalents(bool no_cost)
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}
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}
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for (unsigned int i = 0; i < sTalentStore.GetNumRows(); i++)
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for (uint32 i = 0; i < sTalentStore.GetNumRows(); i++)
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{
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TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
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@@ -3746,9 +3746,9 @@ void Player::InitVisibleBits()
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updateVisualBits.SetBit(i);
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// Players visible items are not inventory stuff
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for(uint16 i = 0; i < EQUIPMENT_SLOT_END; ++i)
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for(uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
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{
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uint32 offset = i * 2;
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uint16 offset = i * 2;
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// item entry
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updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_ENTRYID + offset);
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@@ -3761,7 +3761,7 @@ void Player::InitVisibleBits()
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void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const
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{
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for(int i = 0; i < EQUIPMENT_SLOT_END; i++)
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for(uint8 i = 0; i < EQUIPMENT_SLOT_END; i++)
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{
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if(m_items[i] == NULL)
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continue;
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@@ -3771,14 +3771,14 @@ void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target )
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if(target == this)
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{
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for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
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for(uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
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{
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if(m_items[i] == NULL)
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continue;
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m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
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}
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for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
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for(uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
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{
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if(m_items[i] == NULL)
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continue;
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@@ -3794,7 +3794,7 @@ void Player::DestroyForPlayer( Player *target ) const
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{
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Unit::DestroyForPlayer( target );
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for(int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
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for(uint8 i = 0; i < INVENTORY_SLOT_BAG_END; i++)
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{
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if(m_items[i] == NULL)
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continue;
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@@ -3804,14 +3804,14 @@ void Player::DestroyForPlayer( Player *target ) const
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if(target == this)
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{
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for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
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for(uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
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{
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if(m_items[i] == NULL)
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continue;
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m_items[i]->DestroyForPlayer( target );
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}
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for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
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for(uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
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{
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if(m_items[i] == NULL)
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continue;
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@@ -4266,7 +4266,7 @@ void Player::CreateCorpse()
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uint32 iDisplayID;
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uint16 iIventoryType;
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uint32 _cfi;
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for (int i = 0; i < EQUIPMENT_SLOT_END; i++)
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for (uint8 i = 0; i < EQUIPMENT_SLOT_END; i++)
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{
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if(m_items[i])
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{
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@@ -4301,7 +4301,7 @@ Corpse* Player::GetCorpse() const
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void Player::DurabilityLossAll(double percent, bool inventory)
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{
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for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
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for(uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
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if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
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DurabilityLoss(pItem,percent);
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@@ -4310,14 +4310,14 @@ void Player::DurabilityLossAll(double percent, bool inventory)
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// bags not have durability
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// for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
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for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
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for(uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
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if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
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DurabilityLoss(pItem,percent);
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// keys not have durability
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//for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
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for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
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for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
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if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
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for(uint32 j = 0; j < pBag->GetBagSize(); j++)
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if(Item* pItem = GetItemByPos( i, j ))
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@@ -4345,7 +4345,7 @@ void Player::DurabilityLoss(Item* item, double percent)
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void Player::DurabilityPointsLossAll(int32 points, bool inventory)
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{
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for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
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for(uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
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if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
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DurabilityPointsLoss(pItem,points);
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@@ -4354,14 +4354,14 @@ void Player::DurabilityPointsLossAll(int32 points, bool inventory)
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// bags not have durability
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// for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
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for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
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for(uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
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if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
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DurabilityPointsLoss(pItem,points);
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// keys not have durability
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//for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
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for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
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for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
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if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
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for(uint32 j = 0; j < pBag->GetBagSize(); j++)
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if(Item* pItem = GetItemByPos( i, j ))
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@@ -4406,14 +4406,14 @@ uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank)
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{
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uint32 TotalCost = 0;
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// equipped, backpack, bags itself
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for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
|
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for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
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TotalCost += DurabilityRepair(( (INVENTORY_SLOT_BAG_0 << 8) | i ),cost,discountMod, guildBank);
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// bank, buyback and keys not repaired
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// items in inventory bags
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for(int j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; j++)
|
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for(int i = 0; i < MAX_BAG_SIZE; i++)
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||||
for(uint8 j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; j++)
|
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for(uint8 i = 0; i < MAX_BAG_SIZE; i++)
|
||||
TotalCost += DurabilityRepair(( (j << 8) | i ),cost,discountMod, guildBank);
|
||||
return TotalCost;
|
||||
}
|
||||
@@ -5010,7 +5010,7 @@ void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
|
||||
|
||||
void Player::SetRegularAttackTime()
|
||||
{
|
||||
for(int i = 0; i < MAX_ATTACK; ++i)
|
||||
for(uint8 i = 0; i < MAX_ATTACK; ++i)
|
||||
{
|
||||
Item *tmpitem = GetWeaponForAttack(WeaponAttackType(i));
|
||||
if(tmpitem && !tmpitem->IsBroken())
|
||||
@@ -5524,7 +5524,7 @@ int16 Player::GetSkillPermBonusValue(uint32 skill) const
|
||||
if(!skill)
|
||||
return 0;
|
||||
|
||||
for (int i = 0; i < PLAYER_MAX_SKILLS; i++)
|
||||
for (uint8 i = 0; i < PLAYER_MAX_SKILLS; i++)
|
||||
{
|
||||
if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
|
||||
{
|
||||
@@ -5540,7 +5540,7 @@ int16 Player::GetSkillTempBonusValue(uint32 skill) const
|
||||
if(!skill)
|
||||
return 0;
|
||||
|
||||
for (int i = 0; i < PLAYER_MAX_SKILLS; i++)
|
||||
for (uint8 i = 0; i < PLAYER_MAX_SKILLS; i++)
|
||||
{
|
||||
if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
|
||||
{
|
||||
@@ -5934,7 +5934,7 @@ void Player::RewardReputation(Unit *pVictim, float rate)
|
||||
void Player::RewardReputation(Quest const *pQuest)
|
||||
{
|
||||
// quest reputation reward/loss
|
||||
for(int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
|
||||
for(uint8 i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
|
||||
{
|
||||
if(pQuest->RewRepFaction[i] && pQuest->RewRepValue[i] )
|
||||
{
|
||||
@@ -6569,7 +6569,7 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool appl
|
||||
ScalingStatDistributionEntry const *ssd = proto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution) : 0;
|
||||
ScalingStatValuesEntry const *ssv = proto->ScalingStatValue ? sScalingStatValuesStore.LookupEntry(getLevel()) : 0;
|
||||
|
||||
for (int i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
|
||||
for (uint8 i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
|
||||
{
|
||||
uint32 statType = 0;
|
||||
int32 val = 0;
|
||||
@@ -6922,7 +6922,7 @@ void Player::ApplyItemEquipSpell(Item *item, bool apply, bool form_change)
|
||||
if(!proto)
|
||||
return;
|
||||
|
||||
for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
|
||||
for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
|
||||
{
|
||||
_Spell const& spellData = proto->Spells[i];
|
||||
|
||||
@@ -6981,7 +6981,7 @@ void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply
|
||||
|
||||
void Player::UpdateEquipSpellsAtFormChange()
|
||||
{
|
||||
for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
|
||||
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; i++)
|
||||
{
|
||||
if(m_items[i] && !m_items[i]->IsBroken())
|
||||
{
|
||||
@@ -7209,7 +7209,7 @@ void Player::_RemoveAllItemMods()
|
||||
{
|
||||
sLog.outDebug("_RemoveAllItemMods start.");
|
||||
|
||||
for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
|
||||
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; i++)
|
||||
{
|
||||
if(m_items[i])
|
||||
{
|
||||
@@ -7229,7 +7229,7 @@ void Player::_RemoveAllItemMods()
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
|
||||
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; i++)
|
||||
{
|
||||
if(m_items[i])
|
||||
{
|
||||
@@ -7257,7 +7257,7 @@ void Player::_ApplyAllItemMods()
|
||||
{
|
||||
sLog.outDebug("_ApplyAllItemMods start.");
|
||||
|
||||
for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
|
||||
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; i++)
|
||||
{
|
||||
if(m_items[i])
|
||||
{
|
||||
@@ -7279,7 +7279,7 @@ void Player::_ApplyAllItemMods()
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
|
||||
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; i++)
|
||||
{
|
||||
if(m_items[i])
|
||||
{
|
||||
@@ -8436,7 +8436,7 @@ uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap
|
||||
{
|
||||
if( swap || !GetItemByPos( INVENTORY_SLOT_BAG_0, slot ) )
|
||||
{
|
||||
for (int i = 0; i < 4; i++)
|
||||
for (uint8 i = 0; i < 4; i++)
|
||||
{
|
||||
if ( slots[i] == slot )
|
||||
return slot;
|
||||
@@ -8446,7 +8446,7 @@ uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap
|
||||
else
|
||||
{
|
||||
// search free slot at first
|
||||
for (int i = 0; i < 4; i++)
|
||||
for (uint8 i = 0; i < 4; i++)
|
||||
{
|
||||
if ( slots[i] != NULL_SLOT && !GetItemByPos( INVENTORY_SLOT_BAG_0, slots[i] ) )
|
||||
{
|
||||
@@ -8457,7 +8457,7 @@ uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap
|
||||
}
|
||||
|
||||
// if not found free and can swap return first appropriate from used
|
||||
for (int i = 0; i < 4; i++)
|
||||
for (uint8 i = 0; i < 4; i++)
|
||||
{
|
||||
if ( slots[i] != NULL_SLOT && swap )
|
||||
return slots[i];
|
||||
@@ -8475,7 +8475,7 @@ uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const
|
||||
|
||||
uint8 res = EQUIP_ERR_OK;
|
||||
|
||||
for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
|
||||
for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
|
||||
{
|
||||
pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
|
||||
if( pItem && pItem->GetEntry() == item )
|
||||
@@ -8491,7 +8491,7 @@ uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const
|
||||
res = ires;
|
||||
}
|
||||
}
|
||||
for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
|
||||
for(uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
|
||||
{
|
||||
pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
|
||||
if( pItem && pItem->GetEntry() == item )
|
||||
@@ -8501,7 +8501,7 @@ uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const
|
||||
return EQUIP_ERR_OK;
|
||||
}
|
||||
}
|
||||
for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
|
||||
for(uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
|
||||
{
|
||||
pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
|
||||
if( pItem && pItem->GetEntry() == item )
|
||||
@@ -8512,7 +8512,7 @@ uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const
|
||||
}
|
||||
}
|
||||
Bag *pBag;
|
||||
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
|
||||
for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
|
||||
{
|
||||
pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
|
||||
if( pBag )
|
||||
@@ -8537,19 +8537,19 @@ uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const
|
||||
uint32 Player::GetItemCount( uint32 item, bool inBankAlso, Item* skipItem ) const
|
||||
{
|
||||
uint32 count = 0;
|
||||
for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
|
||||
for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
|
||||
{
|
||||
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
|
||||
if( pItem && pItem != skipItem && pItem->GetEntry() == item )
|
||||
count += pItem->GetCount();
|
||||
}
|
||||
for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
|
||||
for(uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
|
||||
{
|
||||
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
|
||||
if( pItem && pItem != skipItem && pItem->GetEntry() == item )
|
||||
count += pItem->GetCount();
|
||||
}
|
||||
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
|
||||
for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
|
||||
{
|
||||
Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
|
||||
if( pBag )
|
||||
@@ -8558,7 +8558,7 @@ uint32 Player::GetItemCount( uint32 item, bool inBankAlso, Item* skipItem ) cons
|
||||
|
||||
if(skipItem && skipItem->GetProto()->GemProperties)
|
||||
{
|
||||
for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
|
||||
for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
|
||||
{
|
||||
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
|
||||
if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
|
||||
@@ -8568,13 +8568,13 @@ uint32 Player::GetItemCount( uint32 item, bool inBankAlso, Item* skipItem ) cons
|
||||
|
||||
if(inBankAlso)
|
||||
{
|
||||
for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
|
||||
for(uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
|
||||
{
|
||||
Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
|
||||
if( pItem && pItem != skipItem && pItem->GetEntry() == item )
|
||||
count += pItem->GetCount();
|
||||
}
|
||||
for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
|
||||
for(uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
|
||||
{
|
||||
Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
|
||||
if( pBag )
|
||||
@@ -8583,7 +8583,7 @@ uint32 Player::GetItemCount( uint32 item, bool inBankAlso, Item* skipItem ) cons
|
||||
|
||||
if(skipItem && skipItem->GetProto()->GemProperties)
|
||||
{
|
||||
for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
|
||||
for(uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
|
||||
{
|
||||
Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
|
||||
if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
|
||||
@@ -8597,20 +8597,20 @@ uint32 Player::GetItemCount( uint32 item, bool inBankAlso, Item* skipItem ) cons
|
||||
|
||||
Item* Player::GetItemByGuid( uint64 guid ) const
|
||||
{
|
||||
for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
|
||||
for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
|
||||
{
|
||||
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
|
||||
if( pItem && pItem->GetGUID() == guid )
|
||||
return pItem;
|
||||
}
|
||||
for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
|
||||
for(uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
|
||||
{
|
||||
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
|
||||
if( pItem && pItem->GetGUID() == guid )
|
||||
return pItem;
|
||||
}
|
||||
|
||||
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
|
||||
for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
|
||||
{
|
||||
Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
|
||||
if( pBag )
|
||||
@@ -8623,7 +8623,7 @@ Item* Player::GetItemByGuid( uint64 guid ) const
|
||||
}
|
||||
}
|
||||
}
|
||||
for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
|
||||
for(uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
|
||||
{
|
||||
Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
|
||||
if( pBag )
|
||||
@@ -8830,7 +8830,7 @@ bool Player::IsValidPos( uint8 bag, uint8 slot )
|
||||
bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const
|
||||
{
|
||||
uint32 tempcount = 0;
|
||||
for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
|
||||
for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
|
||||
{
|
||||
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
|
||||
if( pItem && pItem->GetEntry() == item )
|
||||
@@ -8840,7 +8840,7 @@ bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const
|
||||
return true;
|
||||
}
|
||||
}
|
||||
for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
|
||||
for(uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
|
||||
{
|
||||
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
|
||||
if( pItem && pItem->GetEntry() == item )
|
||||
@@ -8850,7 +8850,7 @@ bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const
|
||||
return true;
|
||||
}
|
||||
}
|
||||
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
|
||||
for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
|
||||
{
|
||||
if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
|
||||
{
|
||||
@@ -8869,7 +8869,7 @@ bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const
|
||||
|
||||
if(inBankAlso)
|
||||
{
|
||||
for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
|
||||
for(uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
|
||||
{
|
||||
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
|
||||
if( pItem && pItem->GetEntry() == item )
|
||||
@@ -8879,7 +8879,7 @@ bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const
|
||||
return true;
|
||||
}
|
||||
}
|
||||
for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
|
||||
for(uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
|
||||
{
|
||||
if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
|
||||
{
|
||||
@@ -8903,9 +8903,9 @@ bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const
|
||||
bool Player::HasItemOrGemWithIdEquipped( uint32 item, uint32 count, uint8 except_slot ) const
|
||||
{
|
||||
uint32 tempcount = 0;
|
||||
for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
|
||||
for(uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
|
||||
{
|
||||
if(i==int(except_slot))
|
||||
if(i == except_slot)
|
||||
continue;
|
||||
|
||||
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
|
||||
@@ -8920,9 +8920,9 @@ bool Player::HasItemOrGemWithIdEquipped( uint32 item, uint32 count, uint8 except
|
||||
ItemPrototype const *pProto = objmgr.GetItemPrototype(item);
|
||||
if (pProto && pProto->GemProperties)
|
||||
{
|
||||
for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
|
||||
for(uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
|
||||
{
|
||||
if(i==int(except_slot))
|
||||
if(i == except_slot)
|
||||
continue;
|
||||
|
||||
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
|
||||
@@ -8941,9 +8941,9 @@ bool Player::HasItemOrGemWithIdEquipped( uint32 item, uint32 count, uint8 except
|
||||
bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory, uint32 count, uint8 except_slot ) const
|
||||
{
|
||||
uint32 tempcount = 0;
|
||||
for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
|
||||
for(uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
|
||||
{
|
||||
if(i==int(except_slot))
|
||||
if(i == except_slot)
|
||||
continue;
|
||||
|
||||
Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
|
||||
@@ -9508,7 +9508,7 @@ uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint3
|
||||
|
||||
if( pProto->BagFamily )
|
||||
{
|
||||
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
|
||||
for(uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
|
||||
{
|
||||
res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
|
||||
if(res!=EQUIP_ERR_OK)
|
||||
@@ -9526,7 +9526,7 @@ uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint3
|
||||
}
|
||||
}
|
||||
|
||||
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
|
||||
for(uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
|
||||
{
|
||||
res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
|
||||
if(res!=EQUIP_ERR_OK)
|
||||
@@ -9589,7 +9589,7 @@ uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint3
|
||||
}
|
||||
}
|
||||
|
||||
for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
|
||||
for(uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
|
||||
{
|
||||
res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
|
||||
if(res!=EQUIP_ERR_OK)
|
||||
@@ -20543,7 +20543,7 @@ void Player::LearnTalent(uint32 talentId, uint32 talentRank)
|
||||
if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
|
||||
{
|
||||
bool hasEnoughRank = false;
|
||||
for (int i = talentInfo->DependsOnRank; i < MAX_TALENT_RANK; i++)
|
||||
for (uint32 i = talentInfo->DependsOnRank; i < MAX_TALENT_RANK; i++)
|
||||
{
|
||||
if (depTalentInfo->RankID[i] != 0)
|
||||
if (HasSpell(depTalentInfo->RankID[i]))
|
||||
@@ -20560,8 +20560,8 @@ void Player::LearnTalent(uint32 talentId, uint32 talentRank)
|
||||
uint32 tTab = talentInfo->TalentTab;
|
||||
if (talentInfo->Row > 0)
|
||||
{
|
||||
unsigned int numRows = sTalentStore.GetNumRows();
|
||||
for (unsigned int i = 0; i < numRows; i++) // Loop through all talents.
|
||||
uint32 numRows = sTalentStore.GetNumRows();
|
||||
for (uint32 i = 0; i < numRows; i++) // Loop through all talents.
|
||||
{
|
||||
// Someday, someone needs to revamp
|
||||
const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i);
|
||||
@@ -20678,7 +20678,7 @@ void Player::LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank)
|
||||
if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
|
||||
{
|
||||
bool hasEnoughRank = false;
|
||||
for (int i = talentInfo->DependsOnRank; i < MAX_TALENT_RANK; i++)
|
||||
for (uint32 i = talentInfo->DependsOnRank; i < MAX_TALENT_RANK; i++)
|
||||
{
|
||||
if (depTalentInfo->RankID[i] != 0)
|
||||
if (pet->HasSpell(depTalentInfo->RankID[i]))
|
||||
@@ -20695,8 +20695,8 @@ void Player::LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank)
|
||||
uint32 tTab = talentInfo->TalentTab;
|
||||
if (talentInfo->Row > 0)
|
||||
{
|
||||
unsigned int numRows = sTalentStore.GetNumRows();
|
||||
for (unsigned int i = 0; i < numRows; ++i) // Loop through all talents.
|
||||
uint32 numRows = sTalentStore.GetNumRows();
|
||||
for (uint32 i = 0; i < numRows; ++i) // Loop through all talents.
|
||||
{
|
||||
// Someday, someone needs to revamp
|
||||
const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i);
|
||||
|
||||
Reference in New Issue
Block a user