Core/Spells: Remove leftover code from old mechanic - default spellpower scaling coefficients

Port From (https://github.com/TrinityCore/TrinityCore/commit/407e5aea1a0e9395f8a0dda58b004c5659e78b7b)
This commit is contained in:
hondacrx
2021-09-05 10:11:16 -04:00
parent 4c08eebc49
commit fcb7edb93f
2 changed files with 0 additions and 121 deletions
-24
View File
@@ -3771,30 +3771,6 @@ namespace Game.Entities
public virtual SpellSchoolMask GetMeleeDamageSchoolMask(WeaponAttackType attackType = WeaponAttackType.BaseAttack) { return SpellSchoolMask.None; }
float CalculateDefaultCoefficient(SpellInfo spellInfo, DamageEffectType damagetype)
{
// Damage over Time spells bonus calculation
float DotFactor = 1.0f;
if (damagetype == DamageEffectType.DOT)
{
int DotDuration = spellInfo.GetDuration();
if (!spellInfo.IsChanneled() && DotDuration > 0)
DotFactor = DotDuration / 15000.0f;
uint DotTicks = spellInfo.GetMaxTicks();
if (DotTicks != 0)
DotFactor /= DotTicks;
}
uint CastingTime = (uint)(spellInfo.IsChanneled() ? spellInfo.GetDuration() : spellInfo.CalcCastTime());
// Distribute Damage over multiple effects, reduce by AoE
CastingTime = GetCastingTimeForBonus(spellInfo, damagetype, CastingTime);
// As wowwiki says: C = (Cast Time / 3.5)
return (CastingTime / 3500.0f) * DotFactor;
}
public virtual void UpdateDamageDoneMods(WeaponAttackType attackType)
{
UnitMods unitMod = attackType switch