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authorRat <gmstreetrat@gmail.com>2014-11-16 14:20:01 +0100
committerRat <gmstreetrat@gmail.com>2014-11-16 14:20:01 +0100
commit588143b9b69a81eee69d5fb3b9690c8aafc1a38f (patch)
treea5ff6545b7360592475e4272147216a43218e91c /src/server/game/Maps/Map.h
parentc375748b7636fe88f1daf37197dc9da3d4a674a1 (diff)
Core/Spells: Spell system updates (don't even try to compile this)
Diffstat (limited to 'src/server/game/Maps/Map.h')
-rw-r--r--src/server/game/Maps/Map.h6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/server/game/Maps/Map.h b/src/server/game/Maps/Map.h
index 091fbb95aa5..7b7a0d5558d 100644
--- a/src/server/game/Maps/Map.h
+++ b/src/server/game/Maps/Map.h
@@ -386,15 +386,15 @@ class Map : public GridRefManager<NGridType>
// have meaning only for instanced map (that have set real difficulty)
Difficulty GetDifficulty() const { return Difficulty(GetSpawnMode()); }
- bool IsRegularDifficulty() const { return GetDifficulty() == REGULAR_DIFFICULTY; }
+ bool IsRegularDifficulty() const { return GetDifficulty() == DIFFICULTY_NONE; }
MapDifficulty const* GetMapDifficulty() const;
bool Instanceable() const { return i_mapEntry && i_mapEntry->Instanceable(); }
bool IsDungeon() const { return i_mapEntry && i_mapEntry->IsDungeon(); }
bool IsNonRaidDungeon() const { return i_mapEntry && i_mapEntry->IsNonRaidDungeon(); }
bool IsRaid() const { return i_mapEntry && i_mapEntry->IsRaid(); }
- bool IsRaidOrHeroicDungeon() const { return IsRaid() || i_spawnMode > DUNGEON_DIFFICULTY_NORMAL; }
- bool IsHeroic() const { return IsRaid() ? i_spawnMode >= RAID_DIFFICULTY_10MAN_HEROIC : i_spawnMode >= DUNGEON_DIFFICULTY_HEROIC; }
+ bool IsRaidOrHeroicDungeon() const { return IsRaid() || i_spawnMode > DIFFICULTY_NORMAL; }
+ bool IsHeroic() const { return IsRaid() ? i_spawnMode >= DIFFICULTY_10_HC : i_spawnMode >= DIFFICULTY_HEROIC; }
bool Is25ManRaid() const { return IsRaid() && i_spawnMode & RAID_DIFFICULTY_MASK_25MAN; } // since 25man difficulties are 1 and 3, we can check them like that
bool IsBattleground() const { return i_mapEntry && i_mapEntry->IsBattleground(); }
bool IsBattleArena() const { return i_mapEntry && i_mapEntry->IsBattleArena(); }