Rune system fix, dk crash fix

This commit is contained in:
tomrus88 2008-12-01 08:19:26 +03:00
parent cb09bd72d3
commit 60b8f30898
4 changed files with 33 additions and 33 deletions

View file

@ -1890,9 +1890,9 @@ void Player::Regenerate(Powers power)
} break;
case POWER_RUNE:
{
for(uint32 i = 0; i < 6; ++i)
for(uint32 i = 0; i < MAX_RUNES; ++i)
if(uint8 cd = GetRuneCooldown(i)) // if we have cooldown, reduce it...
SetRuneCooldown(i, cd - 1); // by 2 sec (because update is every 2 sec)
SetRuneCooldown(i, cd - 1); // ... by 2 sec (because update is every 2 sec)
} break;
case POWER_FOCUS:
case POWER_HAPPINESS:
@ -14083,6 +14083,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
InitStatsForLevel();
InitTaxiNodesForLevel();
InitGlyphsForLevel();
InitRunes();
// apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
@ -14239,8 +14240,6 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
_LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES));
InitRunes();
m_achievementMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS), holder->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS));
m_achievementMgr.CheckAllAchievementCriteria();
return true;