Core/Spells: Refactor Player::ApplySpellMod to take SpellInfo argument instead of just spell id

Port From (https://github.com/TrinityCore/TrinityCore/commit/624881bef5c90a91e4c59e5bf404d8775c2ca55d)
This commit is contained in:
hondacrx
2021-03-04 14:43:39 -05:00
parent 879c4dfed2
commit 923def9f4a
11 changed files with 65 additions and 77 deletions
+2 -2
View File
@@ -361,10 +361,10 @@ namespace Game.Spells
if (modOwner)
{
if (cooldown >= 0)
modOwner.ApplySpellMod(spellInfo.Id, SpellModOp.Cooldown, ref cooldown, spell);
modOwner.ApplySpellMod(spellInfo, SpellModOp.Cooldown, ref cooldown, spell);
if (categoryCooldown >= 0 && !spellInfo.HasAttribute(SpellAttr6.IgnoreCategoryCooldownMods))
modOwner.ApplySpellMod(spellInfo.Id, SpellModOp.Cooldown, ref categoryCooldown, spell);
modOwner.ApplySpellMod(spellInfo, SpellModOp.Cooldown, ref categoryCooldown, spell);
}
if (_owner.HasAuraTypeWithAffectMask(AuraType.ModSpellCooldownByHaste, spellInfo))