Core/Misc: Added helper function Unit::SetFullPower * Also renamed Unit::getPowerType and Unit::setPowerType to follow style guidelines
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@@ -1101,7 +1101,7 @@ namespace Game.Network.Packets
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Health = (long)unit.GetHealth();
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AttackPower = (int)unit.GetTotalAttackPowerValue(unit.GetClass() == Class.Hunter ? WeaponAttackType.RangedAttack : WeaponAttackType.BaseAttack);
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SpellPower = unit.SpellBaseDamageBonusDone(SpellSchoolMask.Spell);
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PowerData.Add(new SpellLogPowerData((int)unit.getPowerType(), unit.GetPower(unit.getPowerType()), 0));
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PowerData.Add(new SpellLogPowerData((int)unit.GetPowerType(), unit.GetPower(unit.GetPowerType()), 0));
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}
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public void Initialize(Spell spell)
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@@ -1109,7 +1109,7 @@ namespace Game.Network.Packets
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Health = (long)spell.GetCaster().GetHealth();
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AttackPower = (int)spell.GetCaster().GetTotalAttackPowerValue(spell.GetCaster().GetClass() == Class.Hunter ? WeaponAttackType.RangedAttack : WeaponAttackType.BaseAttack);
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SpellPower = spell.GetCaster().SpellBaseDamageBonusDone(SpellSchoolMask.Spell);
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PowerType primaryPowerType = spell.GetCaster().getPowerType();
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PowerType primaryPowerType = spell.GetCaster().GetPowerType();
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bool primaryPowerAdded = false;
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foreach (SpellPowerCost cost in spell.GetPowerCost())
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{
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