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authorn0n4m3 <none@none>2009-12-19 18:46:51 +0100
committern0n4m3 <none@none>2009-12-19 18:46:51 +0100
commit1d79bc51ea857070c5f23782c84dca5892c9edb2 (patch)
tree63d5c441e5517cff0403f38cab0cf282b7d8cbaf /src/game/Player.cpp
parent5f0c623f8aaa7a2fc8b6b8a51f35c4370ece7b86 (diff)
Implement player's pet resilience, also fix DoT case. by VladimirMangos and thx tali
--HG-- branch : trunk
Diffstat (limited to 'src/game/Player.cpp')
-rw-r--r--src/game/Player.cpp50
1 files changed, 0 insertions, 50 deletions
diff --git a/src/game/Player.cpp b/src/game/Player.cpp
index 2729e40aeb1..5887d3e24bc 100644
--- a/src/game/Player.cpp
+++ b/src/game/Player.cpp
@@ -5124,56 +5124,6 @@ float Player::GetRatingBonusValue(CombatRating cr) const
return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) / GetRatingCoefficient(cr);
}
-uint32 Player::GetMeleeCritDamageReduction(uint32 damage) const
-{
- float melee = GetRatingBonusValue(CR_CRIT_TAKEN_MELEE)*2.2f;
- if (melee>33.0f) melee = 33.0f;
- return uint32 (melee * damage /100.0f);
-}
-
-uint32 Player::GetMeleeDamageReduction(uint32 damage) const
-{
- float rate = GetRatingBonusValue(CR_CRIT_TAKEN_MELEE);
- // Resilience not limited (limit it by 100%)
- if (rate > 100.0f)
- rate = 100.0f;
- return uint32 (rate * damage / 100.0f);
-}
-
-uint32 Player::GetRangedCritDamageReduction(uint32 damage) const
-{
- float ranged = GetRatingBonusValue(CR_CRIT_TAKEN_RANGED)*2.2f;
- if (ranged>33.0f) ranged=33.0f;
- return uint32 (ranged * damage /100.0f);
-}
-
-uint32 Player::GetRangedDamageReduction(uint32 damage) const
-{
- float rate = GetRatingBonusValue(CR_CRIT_TAKEN_RANGED);
- // Resilience not limited (limit it by 100%)
- if (rate > 100.0f)
- rate = 100.0f;
- return uint32 (rate * damage / 100.0f);
-}
-
-uint32 Player::GetSpellCritDamageReduction(uint32 damage) const
-{
- float spell = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL)*2.2f;
- // In wow script resilience limited to 33%
- if (spell>33.0f)
- spell = 33.0f;
- return uint32 (spell * damage / 100.0f);
-}
-
-uint32 Player::GetSpellDamageReduction(uint32 damage) const
-{
- float rate = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL);
- // Resilience not limited (limit it by 100%)
- if (rate > 100.0f)
- rate = 100.0f;
- return uint32 (rate * damage / 100.0f);
-}
-
float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
{
switch (attType)