Various Cleanups (game S)

This commit is contained in:
Schmoozerd 2012-07-19 21:52:06 +02:00
parent 865f7d7428
commit 08fd085549
18 changed files with 3168 additions and 3146 deletions

View file

@ -31,7 +31,7 @@
bool Player::UpdateStats(Stats stat)
{
if(stat > STAT_SPIRIT)
if (stat > STAT_SPIRIT)
return false;
// value = ((base_value * base_pct) + total_value) * total_pct
@ -39,14 +39,14 @@ bool Player::UpdateStats(Stats stat)
SetStat(stat, int32(value));
if(stat == STAT_STAMINA || stat == STAT_INTELLECT)
if (stat == STAT_STAMINA || stat == STAT_INTELLECT)
{
Pet *pet = GetPet();
if(pet)
Pet* pet = GetPet();
if (pet)
pet->UpdateStats(stat);
}
switch(stat)
switch (stat)
{
case STAT_STRENGTH:
UpdateShieldBlockValue();
@ -79,7 +79,7 @@ bool Player::UpdateStats(Stats stat)
// Update ratings in exist SPELL_AURA_MOD_RATING_FROM_STAT and only depends from stat
uint32 mask = 0;
AuraList const& modRatingFromStat = GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT);
for(AuraList::const_iterator i = modRatingFromStat.begin();i != modRatingFromStat.end(); ++i)
for (AuraList::const_iterator i = modRatingFromStat.begin(); i != modRatingFromStat.end(); ++i)
if (Stats((*i)->GetMiscBValue()) == stat)
mask |= (*i)->GetMiscValue();
if (mask)
@ -97,7 +97,7 @@ void Player::ApplySpellPowerBonus(int32 amount, bool apply)
// For speed just update for client
ApplyModUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS, amount, apply);
for(int i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i)
for (int i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i)
ApplyModUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, amount, apply);;
}
@ -108,7 +108,7 @@ void Player::UpdateSpellDamageAndHealingBonus()
// Get healing bonus for all schools
SetStatInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS, SpellBaseHealingBonusDone(SPELL_SCHOOL_MASK_ALL));
// Get damage bonus for all schools
for(int i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i)
for (int i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i)
SetStatInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, SpellBaseDamageBonusDone(SpellSchoolMask(1 << i)));
}
@ -125,7 +125,7 @@ bool Player::UpdateAllStats()
UpdateAttackPowerAndDamage(true);
UpdateMaxHealth();
for(int i = POWER_MANA; i < MAX_POWERS; ++i)
for (int i = POWER_MANA; i < MAX_POWERS; ++i)
UpdateMaxPower(Powers(i));
UpdateAllRatings();
@ -146,13 +146,13 @@ bool Player::UpdateAllStats()
void Player::UpdateResistances(uint32 school)
{
if(school > SPELL_SCHOOL_NORMAL)
if (school > SPELL_SCHOOL_NORMAL)
{
float value = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school));
SetResistance(SpellSchools(school), int32(value));
Pet *pet = GetPet();
if(pet)
Pet* pet = GetPet();
if (pet)
pet->UpdateResistances(school);
}
else
@ -171,10 +171,10 @@ void Player::UpdateArmor()
//add dynamic flat mods
AuraList const& mResbyIntellect = GetAurasByType(SPELL_AURA_MOD_RESISTANCE_OF_STAT_PERCENT);
for(AuraList::const_iterator i = mResbyIntellect.begin();i != mResbyIntellect.end(); ++i)
for (AuraList::const_iterator i = mResbyIntellect.begin(); i != mResbyIntellect.end(); ++i)
{
Modifier* mod = (*i)->GetModifier();
if(mod->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)
if (mod->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)
value += int32(GetStat(Stats((*i)->GetMiscBValue())) * mod->m_amount / 100.0f);
}
@ -182,8 +182,8 @@ void Player::UpdateArmor()
SetArmor(int32(value));
Pet *pet = GetPet();
if(pet)
Pet* pet = GetPet();
if (pet)
pet->UpdateArmor();
UpdateAttackPowerAndDamage(); // armor dependent auras update for SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR
@ -244,7 +244,7 @@ void Player::ApplyFeralAPBonus(int32 amount, bool apply)
UpdateAttackPowerAndDamage();
}
void Player::UpdateAttackPowerAndDamage(bool ranged )
void Player::UpdateAttackPowerAndDamage(bool ranged)
{
float val2 = 0.0f;
float level = float(getLevel());
@ -255,19 +255,19 @@ void Player::UpdateAttackPowerAndDamage(bool ranged )
uint16 index_mod = UNIT_FIELD_ATTACK_POWER_MODS;
uint16 index_mult = UNIT_FIELD_ATTACK_POWER_MULTIPLIER;
if(ranged)
if (ranged)
{
index = UNIT_FIELD_RANGED_ATTACK_POWER;
index_mod = UNIT_FIELD_RANGED_ATTACK_POWER_MODS;
index_mult = UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER;
switch(getClass())
switch (getClass())
{
case CLASS_HUNTER: val2 = level * 2.0f + GetStat(STAT_AGILITY) - 10.0f; break;
case CLASS_ROGUE: val2 = level + GetStat(STAT_AGILITY) - 10.0f; break;
case CLASS_WARRIOR:val2 = level + GetStat(STAT_AGILITY) - 10.0f; break;
case CLASS_DRUID:
switch(GetShapeshiftForm())
switch (GetShapeshiftForm())
{
case FORM_CAT:
case FORM_BEAR:
@ -282,7 +282,7 @@ void Player::UpdateAttackPowerAndDamage(bool ranged )
}
else
{
switch(getClass())
switch (getClass())
{
case CLASS_WARRIOR: val2 = level*3.0f + GetStat(STAT_STRENGTH)*2.0f - 20.0f; break;
case CLASS_PALADIN: val2 = level*3.0f + GetStat(STAT_STRENGTH)*2.0f - 20.0f; break;
@ -296,7 +296,7 @@ void Player::UpdateAttackPowerAndDamage(bool ranged )
//Check if Predatory Strikes is skilled
float mLevelBonus = 0.0f;
float mBonusWeaponAtt = 0.0f;
switch(form)
switch (form)
{
case FORM_CAT:
case FORM_BEAR:
@ -304,9 +304,9 @@ void Player::UpdateAttackPowerAndDamage(bool ranged )
case FORM_MOONKIN:
{
Unit::AuraList const& mDummy = GetAurasByType(SPELL_AURA_DUMMY);
for(Unit::AuraList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr)
for (Unit::AuraList::const_iterator itr = mDummy.begin(); itr != mDummy.end(); ++itr)
{
if((*itr)->GetSpellProto()->SpellIconID != 1563)
if ((*itr)->GetSpellProto()->SpellIconID != 1563)
continue;
// Predatory Strikes (effect 0)
@ -324,7 +324,7 @@ void Player::UpdateAttackPowerAndDamage(bool ranged )
default: break;
}
switch(form)
switch (form)
{
case FORM_CAT:
val2 = GetStat(STAT_STRENGTH)*2.0f + GetStat(STAT_AGILITY) - 20.0f + mLevelBonus + m_baseFeralAP + mBonusWeaponAtt; break;
@ -350,23 +350,23 @@ void Player::UpdateAttackPowerAndDamage(bool ranged )
float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);
//add dynamic flat mods
if( ranged )
if (ranged)
{
if ((getClassMask() & CLASSMASK_WAND_USERS)==0)
{
AuraList const& mRAPbyStat = GetAurasByType(SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT);
for(AuraList::const_iterator i = mRAPbyStat.begin();i != mRAPbyStat.end(); ++i)
for (AuraList::const_iterator i = mRAPbyStat.begin(); i != mRAPbyStat.end(); ++i)
attPowerMod += int32(GetStat(Stats((*i)->GetModifier()->m_miscvalue)) * (*i)->GetModifier()->m_amount / 100.0f);
}
}
else
{
AuraList const& mAPbyStat = GetAurasByType(SPELL_AURA_MOD_ATTACK_POWER_OF_STAT_PERCENT);
for(AuraList::const_iterator i = mAPbyStat.begin();i != mAPbyStat.end(); ++i)
for (AuraList::const_iterator i = mAPbyStat.begin(); i != mAPbyStat.end(); ++i)
attPowerMod += int32(GetStat(Stats((*i)->GetModifier()->m_miscvalue)) * (*i)->GetModifier()->m_amount / 100.0f);
AuraList const& mAPbyArmor = GetAurasByType(SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR);
for(AuraList::const_iterator iter = mAPbyArmor.begin(); iter != mAPbyArmor.end(); ++iter)
for (AuraList::const_iterator iter = mAPbyArmor.begin(); iter != mAPbyArmor.end(); ++iter)
// always: ((*i)->GetModifier()->m_miscvalue == 1 == SPELL_SCHOOL_MASK_NORMAL)
attPowerMod += int32(GetArmor() / (*iter)->GetModifier()->m_amount);
}
@ -378,18 +378,18 @@ void Player::UpdateAttackPowerAndDamage(bool ranged )
SetFloatValue(index_mult, attPowerMultiplier); //UNIT_FIELD_(RANGED)_ATTACK_POWER_MULTIPLIER field
//automatically update weapon damage after attack power modification
if(ranged)
if (ranged)
{
UpdateDamagePhysical(RANGED_ATTACK);
Pet *pet = GetPet(); //update pet's AP
if(pet)
Pet* pet = GetPet(); //update pet's AP
if (pet)
pet->UpdateAttackPowerAndDamage();
}
else
{
UpdateDamagePhysical(BASE_ATTACK);
if(CanDualWield() && haveOffhandWeapon()) //allow update offhand damage only if player knows DualWield Spec and has equipped offhand weapon
if (CanDualWield() && haveOffhandWeapon()) //allow update offhand damage only if player knows DualWield Spec and has equipped offhand weapon
UpdateDamagePhysical(OFF_ATTACK);
}
}
@ -404,7 +404,7 @@ void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, fl
UnitMods unitMod;
UnitMods attPower;
switch(attType)
switch (attType)
{
case BASE_ATTACK:
default:
@ -462,7 +462,7 @@ void Player::UpdateDamagePhysical(WeaponAttackType attType)
CalculateMinMaxDamage(attType,false,mindamage,maxdamage);
switch(attType)
switch (attType)
{
case BASE_ATTACK:
default:
@ -491,7 +491,7 @@ void Player::UpdateBlockPercentage()
{
// No block
float value = 0.0f;
if(CanBlock())
if (CanBlock())
{
// Base value
value = 5.0f;
@ -512,7 +512,7 @@ void Player::UpdateCritPercentage(WeaponAttackType attType)
uint16 index;
CombatRating cr;
switch(attType)
switch (attType)
{
case OFF_ATTACK:
modGroup = OFFHAND_CRIT_PERCENTAGE;
@ -571,17 +571,17 @@ void Player::UpdateParryPercentage()
{
const float parry_cap[MAX_CLASSES] =
{
47.003525f, // Warrior
47.003525f, // Paladin
47.003525f, // Warrior
47.003525f, // Paladin
145.560408f, // Hunter
145.560408f, // Rogue
0.0f, // Priest
47.003525f, // DK
0.0f, // Priest
47.003525f, // DK
145.560408f, // Shaman
0.0f, // Mage
0.0f, // Warlock
0.0f, // ??
0.0f // Druid
0.0f, // Mage
0.0f, // Warlock
0.0f, // ??
0.0f // Druid
};
// No parry
@ -600,7 +600,7 @@ void Player::UpdateParryPercentage()
nondiminishing += GetTotalAuraModifier(SPELL_AURA_MOD_PARRY_PERCENT);
// apply diminishing formula to diminishing parry chance
value = nondiminishing + diminishing * parry_cap[pclass] /
(diminishing + parry_cap[pclass] * m_diminishing_k[pclass]);
(diminishing + parry_cap[pclass] * m_diminishing_k[pclass]);
value = value < 0.0f ? 0.0f : value;
}
SetStatFloatValue(PLAYER_PARRY_PERCENTAGE, value);
@ -610,16 +610,16 @@ void Player::UpdateDodgePercentage()
{
const float dodge_cap[MAX_CLASSES] =
{
88.129021f, // Warrior
88.129021f, // Paladin
88.129021f, // Warrior
88.129021f, // Paladin
145.560408f, // Hunter
145.560408f, // Rogue
150.375940f, // Priest
88.129021f, // DK
88.129021f, // DK
145.560408f, // Shaman
150.375940f, // Mage
150.375940f, // Warlock
0.0f, // ??
0.0f, // ??
116.890707f // Druid
};
@ -644,7 +644,7 @@ void Player::UpdateDodgePercentage()
void Player::UpdateSpellCritChance(uint32 school)
{
// For normal school set zero crit chance
if(school == SPELL_SCHOOL_NORMAL)
if (school == SPELL_SCHOOL_NORMAL)
{
SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1, 0.0f);
return;
@ -692,28 +692,28 @@ void Player::UpdateAllSpellCritChances()
void Player::UpdateExpertise(WeaponAttackType attack)
{
if(attack==RANGED_ATTACK)
if (attack==RANGED_ATTACK)
return;
int32 expertise = int32(GetRatingBonusValue(CR_EXPERTISE));
Item *weapon = GetWeaponForAttack(attack);
Item* weapon = GetWeaponForAttack(attack);
AuraList const& expAuras = GetAurasByType(SPELL_AURA_MOD_EXPERTISE);
for(AuraList::const_iterator itr = expAuras.begin(); itr != expAuras.end(); ++itr)
for (AuraList::const_iterator itr = expAuras.begin(); itr != expAuras.end(); ++itr)
{
// item neutral spell
if((*itr)->GetSpellProto()->EquippedItemClass == -1)
if ((*itr)->GetSpellProto()->EquippedItemClass == -1)
expertise += (*itr)->GetModifier()->m_amount;
// item dependent spell
else if(weapon && weapon->IsFitToSpellRequirements((*itr)->GetSpellProto()))
else if (weapon && weapon->IsFitToSpellRequirements((*itr)->GetSpellProto()))
expertise += (*itr)->GetModifier()->m_amount;
}
if(expertise < 0)
if (expertise < 0)
expertise = 0;
switch(attack)
switch (attack)
{
case BASE_ATTACK: SetUInt32Value(PLAYER_EXPERTISE, expertise); break;
case OFF_ATTACK: SetUInt32Value(PLAYER_OFFHAND_EXPERTISE, expertise); break;
@ -726,20 +726,20 @@ void Player::UpdateArmorPenetration()
m_armorPenetrationPct = GetRatingBonusValue(CR_ARMOR_PENETRATION);
AuraList const& armorAuras = GetAurasByType(SPELL_AURA_MOD_TARGET_ARMOR_PCT);
for(AuraList::const_iterator itr = armorAuras.begin(); itr != armorAuras.end(); ++itr)
for (AuraList::const_iterator itr = armorAuras.begin(); itr != armorAuras.end(); ++itr)
{
// affects all weapons
if((*itr)->GetSpellProto()->EquippedItemClass == -1)
if ((*itr)->GetSpellProto()->EquippedItemClass == -1)
{
m_armorPenetrationPct += (*itr)->GetModifier()->m_amount;
continue;
}
// dependent on weapon class
for(uint8 i = 0; i < MAX_ATTACK; ++i)
for (uint8 i = 0; i < MAX_ATTACK; ++i)
{
Item *weapon = GetWeaponForAttack(WeaponAttackType(i));
if(weapon && weapon->IsFitToSpellRequirements((*itr)->GetSpellProto()))
Item* weapon = GetWeaponForAttack(WeaponAttackType(i));
if (weapon && weapon->IsFitToSpellRequirements((*itr)->GetSpellProto()))
{
m_armorPenetrationPct += (*itr)->GetModifier()->m_amount;
break;
@ -767,7 +767,7 @@ void Player::UpdateManaRegen()
// Get bonus from SPELL_AURA_MOD_MANA_REGEN_FROM_STAT aura
AuraList const& regenAura = GetAurasByType(SPELL_AURA_MOD_MANA_REGEN_FROM_STAT);
for(AuraList::const_iterator i = regenAura.begin();i != regenAura.end(); ++i)
for (AuraList::const_iterator i = regenAura.begin(); i != regenAura.end(); ++i)
{
Modifier* mod = (*i)->GetModifier();
power_regen_mp5 += GetStat(Stats(mod->m_miscvalue)) * mod->m_amount / 500.0f;
@ -822,10 +822,10 @@ bool Creature::UpdateAllStats()
UpdateMaxHealth();
UpdateAttackPowerAndDamage();
for(int i = POWER_MANA; i < MAX_POWERS; ++i)
for (int i = POWER_MANA; i < MAX_POWERS; ++i)
UpdateMaxPower(Powers(i));
for(int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
UpdateResistances(i);
return true;
@ -833,7 +833,7 @@ bool Creature::UpdateAllStats()
void Creature::UpdateResistances(uint32 school)
{
if(school > SPELL_SCHOOL_NORMAL)
if (school > SPELL_SCHOOL_NORMAL)
{
float value = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school));
SetResistance(SpellSchools(school), int32(value));
@ -926,28 +926,28 @@ void Creature::UpdateDamagePhysical(WeaponAttackType attType)
bool Pet::UpdateStats(Stats stat)
{
if(stat > STAT_SPIRIT)
if (stat > STAT_SPIRIT)
return false;
// value = ((base_value * base_pct) + total_value) * total_pct
float value = GetTotalStatValue(stat);
Unit *owner = GetOwner();
if ( stat == STAT_STAMINA )
Unit* owner = GetOwner();
if (stat == STAT_STAMINA)
{
if(owner)
if (owner)
value += float(owner->GetStat(stat)) * 0.3f;
}
//warlock's and mage's pets gain 30% of owner's intellect
else if ( stat == STAT_INTELLECT && getPetType() == SUMMON_PET )
//warlock's and mage's pets gain 30% of owner's intellect
else if (stat == STAT_INTELLECT && getPetType() == SUMMON_PET)
{
if(owner && (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE) )
if (owner && (owner->getClass() == CLASS_WARLOCK || owner->getClass() == CLASS_MAGE))
value += float(owner->GetStat(stat)) * 0.3f;
}
SetStat(stat, int32(value));
switch(stat)
switch (stat)
{
case STAT_STRENGTH: UpdateAttackPowerAndDamage(); break;
case STAT_AGILITY: UpdateArmor(); break;
@ -966,7 +966,7 @@ bool Pet::UpdateAllStats()
for (int i = STAT_STRENGTH; i < MAX_STATS; ++i)
UpdateStats(Stats(i));
for(int i = POWER_MANA; i < MAX_POWERS; ++i)
for (int i = POWER_MANA; i < MAX_POWERS; ++i)
UpdateMaxPower(Powers(i));
for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i)
@ -977,13 +977,13 @@ bool Pet::UpdateAllStats()
void Pet::UpdateResistances(uint32 school)
{
if(school > SPELL_SCHOOL_NORMAL)
if (school > SPELL_SCHOOL_NORMAL)
{
float value = GetTotalAuraModValue(UnitMods(UNIT_MOD_RESISTANCE_START + school));
Unit *owner = GetOwner();
Unit* owner = GetOwner();
// hunter and warlock pets gain 40% of owner's resistance
if(owner && (getPetType() == HUNTER_PET || (getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK)))
if (owner && (getPetType() == HUNTER_PET || (getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK)))
value += float(owner->GetResistance(SpellSchools(school))) * 0.4f;
SetResistance(SpellSchools(school), int32(value));
@ -998,9 +998,9 @@ void Pet::UpdateArmor()
float bonus_armor = 0.0f;
UnitMods unitMod = UNIT_MOD_ARMOR;
Unit *owner = GetOwner();
Unit* owner = GetOwner();
// hunter and warlock pets gain 35% of owner's armor value
if(owner && (getPetType() == HUNTER_PET || (getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK)))
if (owner && (getPetType() == HUNTER_PET || (getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK)))
bonus_armor = 0.35f * float(owner->GetArmor());
value = GetModifierValue(unitMod, BASE_VALUE);
@ -1041,44 +1041,44 @@ void Pet::UpdateMaxPower(Powers power)
void Pet::UpdateAttackPowerAndDamage(bool ranged)
{
if(ranged)
if (ranged)
return;
float val = 0.0f;
float bonusAP = 0.0f;
UnitMods unitMod = UNIT_MOD_ATTACK_POWER;
if(GetEntry() == 416) // imp's attack power
if (GetEntry() == 416) // imp's attack power
val = GetStat(STAT_STRENGTH) - 10.0f;
else
val = 2 * GetStat(STAT_STRENGTH) - 20.0f;
Unit* owner = GetOwner();
if( owner && owner->GetTypeId()==TYPEID_PLAYER)
if (owner && owner->GetTypeId()==TYPEID_PLAYER)
{
if(getPetType() == HUNTER_PET) //hunter pets benefit from owner's attack power
if (getPetType() == HUNTER_PET) //hunter pets benefit from owner's attack power
{
bonusAP = owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.22f;
SetBonusDamage( int32(owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.1287f));
SetBonusDamage(int32(owner->GetTotalAttackPowerValue(RANGED_ATTACK) * 0.1287f));
}
//demons benefit from warlocks shadow or fire damage
else if(getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK)
else if (getPetType() == SUMMON_PET && owner->getClass() == CLASS_WARLOCK)
{
int32 fire = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FIRE)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FIRE);
int32 shadow = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_SHADOW)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_SHADOW);
int32 maximum = (fire > shadow) ? fire : shadow;
if(maximum < 0)
if (maximum < 0)
maximum = 0;
SetBonusDamage( int32(maximum * 0.15f));
SetBonusDamage(int32(maximum * 0.15f));
bonusAP = maximum * 0.57f;
}
//water elementals benefit from mage's frost damage
else if(getPetType() == SUMMON_PET && owner->getClass() == CLASS_MAGE)
else if (getPetType() == SUMMON_PET && owner->getClass() == CLASS_MAGE)
{
int32 frost = int32(owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + SPELL_SCHOOL_FROST)) - owner->GetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG + SPELL_SCHOOL_FROST);
if(frost < 0)
if (frost < 0)
frost = 0;
SetBonusDamage( int32(frost * 0.4f));
SetBonusDamage(int32(frost * 0.4f));
}
}
@ -1102,7 +1102,7 @@ void Pet::UpdateAttackPowerAndDamage(bool ranged)
void Pet::UpdateDamagePhysical(WeaponAttackType attType)
{
if(attType > BASE_ATTACK)
if (attType > BASE_ATTACK)
return;
UnitMods unitMod = UNIT_MOD_DAMAGE_MAINHAND;
@ -1123,7 +1123,7 @@ void Pet::UpdateDamagePhysical(WeaponAttackType attType)
// Pet's base damage changes depending on happiness
if (getPetType() == HUNTER_PET && attType == BASE_ATTACK)
{
switch(GetHappinessState())
switch (GetHappinessState())
{
case HAPPY:
// 125% of normal damage