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
@@ -105,14 +105,14 @@ namespace Scripts.World.DuelReset
uint totalCooldown = spellInfo.RecoveryTime;
uint categoryCooldown = spellInfo.CategoryRecoveryTime;
player.ApplySpellMod(spellInfo.Id, SpellModOp.Cooldown, ref totalCooldown, null);
player.ApplySpellMod(spellInfo, SpellModOp.Cooldown, ref totalCooldown, null);
int cooldownMod = player.GetTotalAuraModifier(AuraType.ModCooldown);
if (cooldownMod != 0)
totalCooldown += (uint)(cooldownMod * Time.InMilliseconds);
if (!spellInfo.HasAttribute(SpellAttr6.IgnoreCategoryCooldownMods))
player.ApplySpellMod(spellInfo.Id, SpellModOp.Cooldown, ref categoryCooldown, null);
player.ApplySpellMod(spellInfo, SpellModOp.Cooldown, ref categoryCooldown, null);
return remainingCooldown > 0
&& !pair.Value.OnHold