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authorNayd <dnpd.dd@gmail.com>2015-03-18 23:10:15 +0000
committerNayd <dnpd.dd@gmail.com>2015-03-18 23:16:39 +0000
commit2ac40775a2b915e2315198d7ca66944384fc5d16 (patch)
tree53b842a0440ff53911cb277b34692ef5c9691ad5 /src/server/game/Entities/Player
parente96676aeddb4763f6353675724fd6a033d60fbcb (diff)
Core/Spells: Implement HasAttribute() helper for SpellInfo for easier readability
Original code by @Shocker (6.x branch)
Diffstat (limited to 'src/server/game/Entities/Player')
-rw-r--r--src/server/game/Entities/Player/Player.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index 285c7373134..e46448df133 100644
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -3902,7 +3902,7 @@ bool Player::IsNeedCastPassiveSpellAtLearn(SpellInfo const* spellInfo) const
// talent dependent passives activated at form apply have proper stance data
ShapeshiftForm form = GetShapeshiftForm();
bool need_cast = (!spellInfo->Stances || (form && (spellInfo->Stances & (1 << (form - 1)))) ||
- (!form && (spellInfo->AttributesEx2 & SPELL_ATTR2_NOT_NEED_SHAPESHIFT)));
+ (!form && spellInfo->HasAttribute(SPELL_ATTR2_NOT_NEED_SHAPESHIFT)));
//Check CasterAuraStates
return need_cast && (!spellInfo->CasterAuraState || HasAuraState(AuraStateType(spellInfo->CasterAuraState)));
@@ -22056,7 +22056,7 @@ void Player::AddSpellAndCategoryCooldowns(SpellInfo const* spellInfo, uint32 ite
if (rec > 0)
ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, rec, spell);
- if (catrec > 0 && !(spellInfo->AttributesEx6 & SPELL_ATTR6_IGNORE_CATEGORY_COOLDOWN_MODS))
+ if (catrec > 0 && !spellInfo->HasAttribute(SPELL_ATTR6_IGNORE_CATEGORY_COOLDOWN_MODS))
ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, catrec, spell);
if (int32 cooldownMod = GetTotalAuraModifier(SPELL_AURA_MOD_COOLDOWN))
@@ -23904,7 +23904,7 @@ bool Player::HasItemFitToSpellRequirements(SpellInfo const* spellInfo, Item cons
bool Player::CanNoReagentCast(SpellInfo const* spellInfo) const
{
// don't take reagents for spells with SPELL_ATTR5_NO_REAGENT_WHILE_PREP
- if (spellInfo->AttributesEx5 & SPELL_ATTR5_NO_REAGENT_WHILE_PREP &&
+ if (spellInfo->HasAttribute(SPELL_ATTR5_NO_REAGENT_WHILE_PREP) &&
HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREPARATION))
return true;
@@ -24844,7 +24844,7 @@ void Player::RestoreBaseRune(uint8 index)
{
AuraEffect const* aura = m_runes->runes[index].ConvertAura;
// If rune was converted by a non-pasive aura that still active we should keep it converted
- if (aura && !(aura->GetSpellInfo()->Attributes & SPELL_ATTR0_PASSIVE))
+ if (aura && !aura->GetSpellInfo()->HasAttribute(SPELL_ATTR0_PASSIVE))
return;
ConvertRune(index, GetBaseRune(index));
SetRuneConvertAura(index, NULL);