[9066] Small cleanups in spell code.

Mostly avoid unclear "lost" break case
This commit is contained in:
VladimirMangos 2009-12-25 21:03:37 +03:00
parent 3c2327e6e0
commit e583f543a2
3 changed files with 15 additions and 11 deletions

View file

@ -692,24 +692,29 @@ void Spell::prepareDataForTriggerSystem()
else if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000010000000000))
m_canTrigger = true;
break;
case SPELLFAMILY_WARLOCK: // For Hellfire Effect / Rain of Fire / Seed of Corruption triggers need do it
case SPELLFAMILY_WARLOCK:
// For Hellfire Effect / Rain of Fire / Seed of Corruption triggers need do it
if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x0000800000000060))
m_canTrigger = true;
break;
case SPELLFAMILY_PRIEST: // For Penance,Mind Sear,Mind Flay heal/damage triggers need do it
case SPELLFAMILY_PRIEST:
// For Penance,Mind Sear,Mind Flay heal/damage triggers need do it
if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x0001800000800000) || (m_spellInfo->SpellFamilyFlags2 & 0x00000040))
m_canTrigger = true;
break;
case SPELLFAMILY_ROGUE: // For poisons need do it
case SPELLFAMILY_ROGUE:
// For poisons need do it
if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x000000101001E000))
m_canTrigger = true;
break;
case SPELLFAMILY_HUNTER: // Hunter Rapid Killing/Explosive Trap Effect/Immolation Trap Effect/Frost Trap Aura/Snake Trap Effect/Explosive Shot
case SPELLFAMILY_HUNTER:
// Hunter Rapid Killing/Explosive Trap Effect/Immolation Trap Effect/Frost Trap Aura/Snake Trap Effect/Explosive Shot
if ((m_spellInfo->SpellFamilyFlags & UI64LIT(0x0100200000000214)) ||
m_spellInfo->SpellFamilyFlags2 & 0x200)
m_canTrigger = true;
break;
case SPELLFAMILY_PALADIN: // For Judgements (all) / Holy Shock triggers need do it
case SPELLFAMILY_PALADIN:
// For Judgements (all) / Holy Shock triggers need do it
if (m_spellInfo->SpellFamilyFlags & UI64LIT(0x0001000900B80400))
m_canTrigger = true;
break;

View file

@ -9069,19 +9069,18 @@ bool Unit::isSpellCrit(Unit *pVictim, SpellEntry const *spellProto, SpellSchoolM
break;
}
case SPELL_DAMAGE_CLASS_MELEE:
case SPELL_DAMAGE_CLASS_RANGED:
{
// Judgement of Command proc always crits on stunned target
if(spellProto->SpellFamilyName == SPELLFAMILY_PALADIN)
if (spellProto->DmgClass == SPELL_DAMAGE_CLASS_MELEE && spellProto->SpellFamilyName == SPELLFAMILY_PALADIN)
{
if(spellProto->SpellFamilyFlags & 0x0000000000800000LL && spellProto->SpellIconID == 561)
if ((spellProto->SpellFamilyFlags & UI64LIT(0x0000000000800000)) && spellProto->SpellIconID == 561)
{
if(pVictim->hasUnitState(UNIT_STAT_STUNNED))
return true;
}
}
}
case SPELL_DAMAGE_CLASS_RANGED:
{
if (pVictim)
crit_chance = GetUnitCriticalChance(attackType, pVictim);

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "9065"
#define REVISION_NR "9066"
#endif // __REVISION_NR_H__