diff options
| author | Peter Keresztes Schmidt <carbenium@outlook.com> | 2020-08-22 22:28:51 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2020-08-22 22:28:51 +0200 |
| commit | 5bab0e43c627c949bb5fb1d7fd014855c6c02b8e (patch) | |
| tree | ef536184d04f251d0194e8df8926d67f09751b2b /src/server/game/Entities | |
| parent | cefac75a7d17ea3263f24b6e0fb63c11f92a04ac (diff) | |
Scripts/Commands: Convert argument parsing of some misc commands to new system (#25308)
* Core/Shared: Make WeatherType smart
* Scripts/Commands: Convert argument parsing of some misc commands to new system
Diffstat (limited to 'src/server/game/Entities')
| -rw-r--r-- | src/server/game/Entities/Player/Player.cpp | 4 | ||||
| -rw-r--r-- | src/server/game/Entities/Player/Player.h | 4 |
2 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 005d58ea90c..07673a75159 100644 --- a/src/server/game/Entities/Player/Player.cpp +++ b/src/server/game/Entities/Player/Player.cpp @@ -5985,7 +5985,7 @@ void Player::UpdateWeaponsSkillsToMaxSkillsForLevel() // This functions sets a skill line value (and adds if doesn't exist yet) // To "remove" a skill line, set it's values to zero -void Player::SetSkill(uint16 id, uint16 step, uint16 newVal, uint16 maxVal) +void Player::SetSkill(uint32 id, uint16 step, uint16 newVal, uint16 maxVal) { if (!id) return; @@ -6099,7 +6099,7 @@ bool Player::HasSkill(uint32 skill) const return (itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED); } -uint16 Player::GetSkillStep(uint16 skill) const +uint16 Player::GetSkillStep(uint32 skill) const { if (!skill) return 0; diff --git a/src/server/game/Entities/Player/Player.h b/src/server/game/Entities/Player/Player.h index 4595cdb8f66..516f1af2a03 100644 --- a/src/server/game/Entities/Player/Player.h +++ b/src/server/game/Entities/Player/Player.h @@ -1731,7 +1731,7 @@ class TC_GAME_API Player : public Unit, public GridObject<Player> void UpdateWeaponSkill(Unit* victim, WeaponAttackType attType); void UpdateCombatSkills(Unit* victim, WeaponAttackType attType, bool defense); - void SetSkill(uint16 id, uint16 step, uint16 newVal, uint16 maxVal); + void SetSkill(uint32 id, uint16 step, uint16 newVal, uint16 maxVal); uint16 GetMaxSkillValue(uint32 skill) const; // max + perm. bonus + temp bonus uint16 GetPureMaxSkillValue(uint32 skill) const; // max uint16 GetSkillValue(uint32 skill) const; // skill value + perm. bonus + temp bonus @@ -1739,7 +1739,7 @@ class TC_GAME_API Player : public Unit, public GridObject<Player> uint16 GetPureSkillValue(uint32 skill) const; // skill value int16 GetSkillPermBonusValue(uint32 skill) const; int16 GetSkillTempBonusValue(uint32 skill) const; - uint16 GetSkillStep(uint16 skill) const; // 0...6 + uint16 GetSkillStep(uint32 skill) const; // 0...6 bool HasSkill(uint32 skill) const; void LearnSkillRewardedSpells(uint32 skillId, uint32 skillValue); |
