diff --git a/src/game/Player.cpp b/src/game/Player.cpp index 80a370953..c42d5d7d1 100644 --- a/src/game/Player.cpp +++ b/src/game/Player.cpp @@ -7289,7 +7289,7 @@ void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool appl ApplyFeralAPBonus(feral_bonus, apply); } - if (!IsUseEquipedWeapon(attType)) + if (!CanUseEquippedWeapon(attType)) return; if (proto->Delay) @@ -9095,7 +9095,7 @@ Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool nonbroken, bo if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON) return NULL; - if (useable && !IsUseEquipedWeapon(attackType)) + if (useable && !CanUseEquippedWeapon(attackType)) return NULL; if (nonbroken && item->IsBroken()) @@ -9113,7 +9113,7 @@ Item* Player::GetShield(bool useable) const if (!useable) return item; - if (item->IsBroken() || !IsUseEquipedWeapon(OFF_ATTACK)) + if (item->IsBroken() || !CanUseEquippedWeapon(OFF_ATTACK)) return NULL; return item; diff --git a/src/game/StatSystem.cpp b/src/game/StatSystem.cpp index 2a4ea76b9..446a0fcd9 100644 --- a/src/game/StatSystem.cpp +++ b/src/game/StatSystem.cpp @@ -440,7 +440,7 @@ void Player::CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, fl weapon_mindamage = lvl*0.85f*att_speed; weapon_maxdamage = lvl*1.25f*att_speed; } - else if (!IsUseEquipedWeapon(attType)) // check if player not in form but still can't use weapon (broken/etc) + else if (!CanUseEquippedWeapon(attType)) // check if player not in form but still can't use weapon (broken/etc) { weapon_mindamage = BASE_MINDAMAGE; weapon_maxdamage = BASE_MAXDAMAGE; diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp index 2f9bf9367..17989861d 100644 --- a/src/game/Unit.cpp +++ b/src/game/Unit.cpp @@ -353,7 +353,7 @@ void Unit::Update( uint32 update_diff, uint32 p_time ) bool Unit::haveOffhandWeapon() const { - if (!IsUseEquipedWeapon(OFF_ATTACK)) + if (!CanUseEquippedWeapon(OFF_ATTACK)) return false; if(GetTypeId() == TYPEID_PLAYER) @@ -3330,7 +3330,7 @@ float Unit::GetUnitBlockChance() const if(GetTypeId() == TYPEID_PLAYER) { Player const* player = (Player const*)this; - if(player->CanBlock() && player->IsUseEquipedWeapon(OFF_ATTACK)) + if(player->CanBlock() && player->CanUseEquippedWeapon(OFF_ATTACK)) { Item *tmpitem = player->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); if(tmpitem && !tmpitem->IsBroken() && tmpitem->GetProto()->Block) diff --git a/src/game/Unit.h b/src/game/Unit.h index 599f5917c..f467c9ee3 100644 --- a/src/game/Unit.h +++ b/src/game/Unit.h @@ -1199,7 +1199,7 @@ class MANGOS_DLL_SPEC Unit : public WorldObject uint32 getAttackTimer(WeaponAttackType type) const { return m_attackTimer[type]; } bool isAttackReady(WeaponAttackType type = BASE_ATTACK) const { return m_attackTimer[type] == 0; } bool haveOffhandWeapon() const; - bool IsUseEquipedWeapon(WeaponAttackType attackType) const + bool CanUseEquippedWeapon(WeaponAttackType attackType) const { if (IsInFeralForm()) return false; diff --git a/src/game/UnitAuraProcHandler.cpp b/src/game/UnitAuraProcHandler.cpp index feedea2b2..5b1eec78e 100644 --- a/src/game/UnitAuraProcHandler.cpp +++ b/src/game/UnitAuraProcHandler.cpp @@ -407,7 +407,7 @@ bool Unit::IsTriggeredAtSpellProcEvent(Unit *pVictim, SpellAuraHolder* holder, S { // Check if player is wearing shield Item *item = ((Player*)this)->GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); - if(!item || item->IsBroken() || !IsUseEquipedWeapon(OFF_ATTACK) || item->GetProto()->Class != ITEM_CLASS_ARMOR || !((1<GetProto()->SubClass) & spellProto->EquippedItemSubClassMask)) + if(!item || item->IsBroken() || !CanUseEquippedWeapon(OFF_ATTACK) || item->GetProto()->Class != ITEM_CLASS_ARMOR || !((1<GetProto()->SubClass) & spellProto->EquippedItemSubClassMask)) return false; } } diff --git a/src/shared/revision_nr.h b/src/shared/revision_nr.h index 46fab83b0..128feaa7e 100644 --- a/src/shared/revision_nr.h +++ b/src/shared/revision_nr.h @@ -1,4 +1,4 @@ #ifndef __REVISION_NR_H__ #define __REVISION_NR_H__ - #define REVISION_NR "10957" + #define REVISION_NR "10958" #endif // __REVISION_NR_H__