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authorOvahlord <dreadkiller@gmx.de>2024-12-20 16:44:29 +0100
committerOvahlord <dreadkiller@gmx.de>2024-12-20 16:44:29 +0100
commit03f98136fefb4d1b70852e7090bd2fa6ba511892 (patch)
treebf3b7816a3aaadf14b7aca62cc658a267a6124d0 /src
parentf8c02aa69b4b3d5c011c5ed6dd47328325932cfe (diff)
Core/Player: rename IsBaseRuneSlotsOnCooldown to IsRuneFullyDepleted to match the wording used in Runic Empowerment's tooltip
Diffstat (limited to 'src')
-rw-r--r--src/server/game/Entities/Player/Player.cpp2
-rw-r--r--src/server/game/Entities/Player/Player.h7
2 files changed, 7 insertions, 2 deletions
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index 0a6bb78d393..cd601d51c98 100644
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -25306,7 +25306,7 @@ Powers Player::GetPowerTypeForBaseRune(uint8 index) const
}
}
-bool Player::IsBaseRuneSlotsOnCooldown(RuneType runeType) const
+bool Player::IsRuneFullyDepleted(RuneType runeType) const
{
for (uint8 i = 0; i < MAX_RUNES; ++i)
if (GetBaseRune(i) == runeType && G3D::fuzzyEq(GetRuneCooldown(i), 0.0f))
diff --git a/src/server/game/Entities/Player/Player.h b/src/server/game/Entities/Player/Player.h
index affe00693b7..359748161da 100644
--- a/src/server/game/Entities/Player/Player.h
+++ b/src/server/game/Entities/Player/Player.h
@@ -2604,7 +2604,12 @@ class TC_GAME_API Player final : public Unit, public GridObject<Player>
RuneType GetCurrentRune(uint8 index) const { return RuneType(m_runes->_Runes[index].CurrentRune); }
Powers GetPowerTypeForBaseRune(uint8 index) const;
float GetRuneCooldown(uint8 index) const { return m_runes->_Runes[index].Cooldown; }
- bool IsBaseRuneSlotsOnCooldown(RuneType runeType) const;
+ /// <summary>
+ /// Iterates over all player runes and checks if all base runes of the specified type are on cooldown.
+ /// </summary>
+ /// <param name="runeType">The kind of base rune that is being checked (Blood, Unholy, Frost). Death Runes are no base rune and can't be checked with this method. Use the underlying base rune instead.</param>
+ /// <returns>true when all base runes of the specified type are on cooldown</returns>
+ bool IsRuneFullyDepleted(RuneType runeType) const;
RuneType GetLastUsedRune() { return m_runes->LastUsedRune; }
uint8 GetLastUsedRuneMask() { return m_runes->LastUsedRuneMask; }
void ClearLastUsedRuneMask() { m_runes->LastUsedRuneMask = 0; }