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*Mangos [7019] Fix AP/RAP bonus from stat at aura apply/remove. Not use CLASSMASK_WAND_USERS mask for AP bonus. By DiSlord.
*Mangos [7020] Initilize glyph order at loading/reset. This must fix problems with glyph use for old(converted) characters. By VladimirMangos. --HG-- branch : trunk
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@@ -320,21 +320,21 @@ void Player::UpdateAttackPowerAndDamage(bool ranged )
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float attPowerMod = GetModifierValue(unitMod, TOTAL_VALUE);
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//add dynamic flat mods
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if ((getClassMask() & CLASSMASK_WAND_USERS)==0)
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if( ranged )
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{
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if( ranged )
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if ((getClassMask() & CLASSMASK_WAND_USERS)==0)
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{
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AuraList const& mRAPbyIntellect = GetAurasByType(SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT);
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for(AuraList::const_iterator i = mRAPbyIntellect.begin();i != mRAPbyIntellect.end(); ++i)
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attPowerMod += int32(GetStat(Stats((*i)->GetModifier()->m_miscvalue)) * (*i)->GetModifier()->m_amount / 100.0f);
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}
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else
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{
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AuraList const& mRAPbyIntellect = GetAurasByType(SPELL_AURA_MOD_ATTACK_POWER_OF_STAT_PERCENT);
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for(AuraList::const_iterator i = mRAPbyIntellect.begin();i != mRAPbyIntellect.end(); ++i)
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AuraList const& mRAPbyStat = GetAurasByType(SPELL_AURA_MOD_RANGED_ATTACK_POWER_OF_STAT_PERCENT);
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for(AuraList::const_iterator i = mRAPbyStat.begin();i != mRAPbyStat.end(); ++i)
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attPowerMod += int32(GetStat(Stats((*i)->GetModifier()->m_miscvalue)) * (*i)->GetModifier()->m_amount / 100.0f);
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}
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}
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else
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{
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AuraList const& mAPbyStat = GetAurasByType(SPELL_AURA_MOD_ATTACK_POWER_OF_STAT_PERCENT);
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for(AuraList::const_iterator i = mAPbyStat.begin();i != mAPbyStat.end(); ++i)
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attPowerMod += int32(GetStat(Stats((*i)->GetModifier()->m_miscvalue)) * (*i)->GetModifier()->m_amount / 100.0f);
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}
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float attPowerMultiplier = GetModifierValue(unitMod, TOTAL_PCT) - 1.0f;
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