[9408] Add MAX_EFFECT_INDEX to enum SpellEffectIndex and use it.

This commit is contained in:
VladimirMangos 2010-02-18 23:32:26 +03:00
parent 2a5ce2198c
commit ff8d494ed4
18 changed files with 114 additions and 112 deletions

View file

@ -3279,7 +3279,7 @@ void Player::removeSpell(uint32 spell_id, bool disabled, bool learn_low_rank, bo
RemoveAurasDueToSpell(spell_id);
// remove pet auras
for(int i = 0; i < 3; ++i)
for(int i = 0; i < MAX_EFFECT_INDEX; ++i)
if(PetAura const* petSpell = sSpellMgr.GetPetAura(spell_id, i))
RemovePetAura(petSpell);
@ -4256,7 +4256,7 @@ void Player::ResurrectPlayer(float restore_percent, bool applySickness)
{
int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE;
for(int i =0; i < 3; ++i)
for(int i =0; i < MAX_EFFECT_INDEX; ++i)
{
if(Aura* Aur = GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,i))
{
@ -7078,7 +7078,7 @@ void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply
if(form_change) // check aura active state from other form
{
bool found = false;
for (int k=0; k < 3; ++k)
for (int k=0; k < MAX_EFFECT_INDEX; ++k)
{
spellEffectPair spair = spellEffectPair(spellInfo->Id, k);
for (AuraMap::const_iterator iter = m_Auras.lower_bound(spair); iter != m_Auras.upper_bound(spair); ++iter)
@ -15305,7 +15305,7 @@ void Player::_LoadAuras(QueryResult *result, uint32 timediff)
remaincharges = 0;
for(uint32 i=0; i<stackcount; ++i)
for(uint32 i=0; i < stackcount; ++i)
{
Aura* aura = CreateAura(spellproto, effindex, NULL, this, NULL);
if(!damage)
@ -19125,7 +19125,7 @@ void Player::learnQuestRewardedSpells(Quest const* quest)
// check learned spells state
bool found = false;
for(int i=0; i < 3; ++i)
for(int i=0; i < MAX_EFFECT_INDEX; ++i)
{
if(spellInfo->Effect[i] == SPELL_EFFECT_LEARN_SPELL && !HasSpell(spellInfo->EffectTriggerSpell[i]))
{
@ -19240,7 +19240,7 @@ void Player::SendAurasForTarget(Unit *target)
Unit::VisibleAuraMap const *visibleAuras = target->GetVisibleAuras();
for(Unit::VisibleAuraMap::const_iterator itr = visibleAuras->begin(); itr != visibleAuras->end(); ++itr)
{
for(uint32 j = 0; j < 3; ++j)
for(int j = 0; j < MAX_EFFECT_INDEX; ++j)
{
if(Aura *aura = target->GetAura(itr->second, j))
{