diff options
author | Machiavelli <none@none> | 2010-04-28 22:35:55 +0200 |
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committer | Machiavelli <none@none> | 2010-04-28 22:35:55 +0200 |
commit | 453e3e89761abf3632b731d454281323f8b2788b (patch) | |
tree | 9774f92ee948b7084715c7bd0671ad650eb36004 /src/game/Player.h | |
parent | a82d3d88c9e15361f459edf80e66781b02a010c5 (diff) |
Partial revert of 6ab9e720f3d2fca8bfe14b2ba857008cf018e0cd, thanks click and Liberate for talking sense into me. Only load 1 spec in memory at a time. Also fixes totem bar loading due to a typo.
--HG--
branch : trunk
Diffstat (limited to 'src/game/Player.h')
-rw-r--r-- | src/game/Player.h | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/src/game/Player.h b/src/game/Player.h index c038b24afb3..06b05089c32 100644 --- a/src/game/Player.h +++ b/src/game/Player.h @@ -1665,13 +1665,13 @@ class Player : public Unit, public GridObject<Player> m_cinematic = cine; } - ActionButton* addActionButton(uint8 spec, uint8 button, uint32 action, uint8 type); - void removeActionButton(uint8 spec, uint8 button); + ActionButton* addActionButton(uint8 button, uint32 action, uint8 type); + void removeActionButton(uint8 button); uint32 GetActionButtonSpell(uint8 button) const; ActionButton const* GetActionButton(uint8 button); void SendInitialActionButtons() const { SendActionButtons(1); } void SendActionButtons(uint32 state) const; - bool IsActionButtonDataValid(uint8 button, uint32 action, uint8 type, Player* player, bool msg = true); + bool IsActionButtonDataValid(uint8 button, uint32 action, uint8 type); PvPInfo pvpInfo; void UpdatePvPState(bool onlyFFA = false); @@ -2382,7 +2382,7 @@ class Player : public Unit, public GridObject<Player> /*** LOAD SYSTEM ***/ /*********************************************************/ - void _LoadActions(QueryResult_AutoPtr result, bool startup); + void _LoadActions(QueryResult_AutoPtr result); void _LoadAuras(QueryResult_AutoPtr result, uint32 timediff); void _LoadGlyphAuras(); void _LoadBoundInstances(QueryResult_AutoPtr result); @@ -2483,7 +2483,7 @@ class Player : public Unit, public GridObject<Player> uint32 m_Glyphs[MAX_TALENT_SPECS][MAX_GLYPH_SLOT_INDEX]; - ActionButtonList m_actionButtons[MAX_TALENT_SPECS]; + ActionButtonList m_actionButtons; float m_auraBaseMod[BASEMOD_END][MOD_END]; int16 m_baseRatingValue[MAX_COMBAT_RATING]; |