Core/Player: rename IsBaseRuneSlotsOnCooldown to IsRuneFullyDepleted to match the wording used in Runic Empowerment's tooltip

This commit is contained in:
Ovahlord
2024-12-20 16:44:29 +01:00
parent f8c02aa69b
commit 03f98136fe
2 changed files with 7 additions and 2 deletions

View File

@@ -25306,7 +25306,7 @@ Powers Player::GetPowerTypeForBaseRune(uint8 index) const
}
}
bool Player::IsBaseRuneSlotsOnCooldown(RuneType runeType) const
bool Player::IsRuneFullyDepleted(RuneType runeType) const
{
for (uint8 i = 0; i < MAX_RUNES; ++i)
if (GetBaseRune(i) == runeType && G3D::fuzzyEq(GetRuneCooldown(i), 0.0f))

View File

@@ -2604,7 +2604,12 @@ class TC_GAME_API Player final : public Unit, public GridObject<Player>
RuneType GetCurrentRune(uint8 index) const { return RuneType(m_runes->_Runes[index].CurrentRune); }
Powers GetPowerTypeForBaseRune(uint8 index) const;
float GetRuneCooldown(uint8 index) const { return m_runes->_Runes[index].Cooldown; }
bool IsBaseRuneSlotsOnCooldown(RuneType runeType) const;
/// <summary>
/// Iterates over all player runes and checks if all base runes of the specified type are on cooldown.
/// </summary>
/// <param name="runeType">The kind of base rune that is being checked (Blood, Unholy, Frost). Death Runes are no base rune and can't be checked with this method. Use the underlying base rune instead.</param>
/// <returns>true when all base runes of the specified type are on cooldown</returns>
bool IsRuneFullyDepleted(RuneType runeType) const;
RuneType GetLastUsedRune() { return m_runes->LastUsedRune; }
uint8 GetLastUsedRuneMask() { return m_runes->LastUsedRuneMask; }
void ClearLastUsedRuneMask() { m_runes->LastUsedRuneMask = 0; }