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authorSpp <spp@jorge.gr>2012-08-17 14:30:10 +0200
committerSpp <spp@jorge.gr>2012-08-17 14:30:10 +0200
commit9749fe55f823503cb7ca8511a67deeddc247a414 (patch)
treea68be7cc2571f0ea336d32834bf625e60b67fc1d /src/server/game/Spells
parent8da0bbdbb3d841c4f2d22839b4dd819ee201e4d5 (diff)
Better way to fix some of the warnings of the previous commit
Diffstat (limited to 'src/server/game/Spells')
-rw-r--r--src/server/game/Spells/Auras/SpellAuraEffects.cpp4
-rwxr-xr-xsrc/server/game/Spells/Spell.cpp2
2 files changed, 3 insertions, 3 deletions
diff --git a/src/server/game/Spells/Auras/SpellAuraEffects.cpp b/src/server/game/Spells/Auras/SpellAuraEffects.cpp
index e65a116373d..38afbc28417 100644
--- a/src/server/game/Spells/Auras/SpellAuraEffects.cpp
+++ b/src/server/game/Spells/Auras/SpellAuraEffects.cpp
@@ -6613,7 +6613,7 @@ void AuraEffect::HandleObsModPowerAuraTick(Unit* target, Unit* caster) const
}
// don't regen when permanent aura target has full power
- if (GetBase()->IsPermanent() && uint32(target->GetPower(powerType)) == target->GetMaxPower(powerType))
+ if (GetBase()->IsPermanent() && target->GetPower(powerType) == target->GetMaxPower(powerType))
return;
// ignore negative values (can be result apply spellmods to aura damage
@@ -6644,7 +6644,7 @@ void AuraEffect::HandlePeriodicEnergizeAuraTick(Unit* target, Unit* caster) cons
}
// don't regen when permanent aura target has full power
- if (GetBase()->IsPermanent() && uint32(target->GetPower(powerType)) == target->GetMaxPower(powerType))
+ if (GetBase()->IsPermanent() && target->GetPower(powerType) == target->GetMaxPower(powerType))
return;
// ignore negative values (can be result apply spellmods to aura damage
diff --git a/src/server/game/Spells/Spell.cpp b/src/server/game/Spells/Spell.cpp
index 58326fcf384..771da8162f9 100755
--- a/src/server/game/Spells/Spell.cpp
+++ b/src/server/game/Spells/Spell.cpp
@@ -5874,7 +5874,7 @@ SpellCastResult Spell::CheckItems()
}
Powers power = Powers(m_spellInfo->Effects[i].MiscValue);
- if (uint32(m_targets.GetUnitTarget()->GetPower(power)) == m_targets.GetUnitTarget()->GetMaxPower(power))
+ if (m_targets.GetUnitTarget()->GetPower(power) == m_targets.GetUnitTarget()->GetMaxPower(power))
{
failReason = SPELL_FAILED_ALREADY_AT_FULL_POWER;
continue;