[9861] Backporting some code chnages from 400 branch.

(based on 400's commit 0f37423)
(based on 400's commit 636cfef)
(based on 400's commit 0bbe3a7)
(based on 400's commit ce86b56)
(based on 400's commit b74c6a8)
This commit is contained in:
tomrus88 2010-05-10 23:27:05 +04:00 committed by VladimirMangos
parent a0d9ffcc5f
commit ff2cda6af1
18 changed files with 68 additions and 43 deletions

View file

@ -2622,7 +2622,7 @@ void Player::InitStatsForLevel(bool reapplyMods)
SetUInt32Value(index, 0);
SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS,0);
for (int i = 0; i < 7; ++i)
for (int i = 0; i < MAX_SPELL_SCHOOL; ++i)
{
SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG+i, 0);
SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, 0);
@ -2654,7 +2654,7 @@ void Player::InitStatsForLevel(bool reapplyMods)
SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE,0.0f);
// Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
for (uint8 i = 0; i < 7; ++i)
for (uint8 i = 0; i < MAX_SPELL_SCHOOL; ++i)
SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1+i, 0.0f);
SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f);
@ -2691,7 +2691,7 @@ void Player::InitStatsForLevel(bool reapplyMods)
// save new stats
for (int i = POWER_MANA; i < MAX_POWERS; ++i)
SetMaxPower(Powers(i), uint32(GetCreatePowers(Powers(i))));
SetMaxPower(Powers(i), GetCreatePowers(Powers(i)));
SetMaxHealth(classInfo.basehealth); // stamina bonus will applied later
@ -14922,7 +14922,6 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
SetUInt32Value(PLAYER_AMMO_ID, fields[62].GetUInt32());
SetByteValue(PLAYER_FIELD_BYTES, 2, fields[64].GetUInt8());
InitDisplayIds();
// cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
@ -15216,7 +15215,7 @@ bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
SetUInt32Value(PLAYER_TRACK_CREATURES, 0 );
SetUInt32Value(PLAYER_TRACK_RESOURCES, 0 );
// cleanup aura list explicitly before skill load wher some spells can be applied
// cleanup aura list explicitly before skill load where some spells can be applied
RemoveAllAuras();
// make sure the unit is considered out of combat for proper loading
@ -17436,7 +17435,7 @@ void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
if(spellInfo)
{
for(uint32 i = 0; i < 7; ++i)
for(uint32 i = 0; i < MAX_REAGENTS; ++i)
{
if(spellInfo->Reagent[i] > 0)
{