Some refactoring of code. and some cleanups

This commit is contained in:
hondacrx
2019-09-21 12:11:16 -04:00
parent 7c405230cc
commit 35c06c09fd
214 changed files with 1235 additions and 1341 deletions
+5 -5
View File
@@ -813,7 +813,7 @@ namespace Game.Entities
{
ItemTemplate rewardProto = Global.ObjectMgr.GetItemTemplate(questPackageItem.ItemID);
if (rewardProto != null)
if (rewardProto.ItemSpecClassMask.HasAnyFlag(getClassMask()))
if (rewardProto.ItemSpecClassMask.HasAnyFlag(GetClassMask()))
GetSession().GetCollectionMgr().AddItemAppearance(questPackageItem.ItemID);
}
}
@@ -2085,7 +2085,7 @@ namespace Game.Entities
void _SaveStats(SQLTransaction trans)
{
// check if stat saving is enabled and if char level is high enough
if (WorldConfig.GetIntValue(WorldCfg.MinLevelStatSave) == 0 || getLevel() < WorldConfig.GetIntValue(WorldCfg.MinLevelStatSave))
if (WorldConfig.GetIntValue(WorldCfg.MinLevelStatSave) == 0 || GetLevel() < WorldConfig.GetIntValue(WorldCfg.MinLevelStatSave))
return;
PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.DEL_CHAR_STATS);
@@ -2886,7 +2886,7 @@ namespace Game.Entities
InitTalentForLevel();
LearnDefaultSkills();
LearnCustomSpells();
if (getLevel() < PlayerConst.LevelMinHonor)
if (GetLevel() < PlayerConst.LevelMinHonor)
ResetPvpTalents();
// must be before inventory (some items required reputation check)
@@ -3107,7 +3107,7 @@ namespace Game.Entities
stmt.AddValue(index++, (byte)GetRace());
stmt.AddValue(index++, (byte)GetClass());
stmt.AddValue(index++, (byte)m_playerData.NativeSex); // save gender from PLAYER_BYTES_3, UNIT_BYTES_0 changes with every transform effect
stmt.AddValue(index++, getLevel());
stmt.AddValue(index++, GetLevel());
stmt.AddValue(index++, (uint)m_activePlayerData.XP);
stmt.AddValue(index++, GetMoney());
stmt.AddValue(index++, (byte)m_playerData.SkinID);
@@ -3238,7 +3238,7 @@ namespace Game.Entities
stmt.AddValue(index++, (byte)GetRace());
stmt.AddValue(index++, (byte)GetClass());
stmt.AddValue(index++, (byte)m_playerData.NativeSex); // save gender from PLAYER_BYTES_3, UNIT_BYTES_0 changes with every transform effect
stmt.AddValue(index++, getLevel());
stmt.AddValue(index++, GetLevel());
stmt.AddValue(index++, (uint)m_activePlayerData.XP);
stmt.AddValue(index++, GetMoney());
stmt.AddValue(index++, (byte)m_playerData.SkinID);