Core/Misc: Added helper function Unit::SetFullPower * Also renamed Unit::getPowerType and Unit::setPowerType to follow style guidelines

This commit is contained in:
hondacrx
2018-01-03 13:57:16 -05:00
parent 8b43b08f6f
commit 9d3e87fd87
30 changed files with 106 additions and 124 deletions
+2 -2
View File
@@ -1101,7 +1101,7 @@ namespace Game.Network.Packets
Health = (long)unit.GetHealth();
AttackPower = (int)unit.GetTotalAttackPowerValue(unit.GetClass() == Class.Hunter ? WeaponAttackType.RangedAttack : WeaponAttackType.BaseAttack);
SpellPower = unit.SpellBaseDamageBonusDone(SpellSchoolMask.Spell);
PowerData.Add(new SpellLogPowerData((int)unit.getPowerType(), unit.GetPower(unit.getPowerType()), 0));
PowerData.Add(new SpellLogPowerData((int)unit.GetPowerType(), unit.GetPower(unit.GetPowerType()), 0));
}
public void Initialize(Spell spell)
@@ -1109,7 +1109,7 @@ namespace Game.Network.Packets
Health = (long)spell.GetCaster().GetHealth();
AttackPower = (int)spell.GetCaster().GetTotalAttackPowerValue(spell.GetCaster().GetClass() == Class.Hunter ? WeaponAttackType.RangedAttack : WeaponAttackType.BaseAttack);
SpellPower = spell.GetCaster().SpellBaseDamageBonusDone(SpellSchoolMask.Spell);
PowerType primaryPowerType = spell.GetCaster().getPowerType();
PowerType primaryPowerType = spell.GetCaster().GetPowerType();
bool primaryPowerAdded = false;
foreach (SpellPowerCost cost in spell.GetPowerCost())
{