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Diffstat (limited to 'src/game/Player.cpp')
-rw-r--r--src/game/Player.cpp22
1 files changed, 5 insertions, 17 deletions
diff --git a/src/game/Player.cpp b/src/game/Player.cpp
index de731b5c5b5..07ef0ba63f3 100644
--- a/src/game/Player.cpp
+++ b/src/game/Player.cpp
@@ -449,7 +449,6 @@ Player::Player (WorldSession *session): Unit(), m_achievementMgr(this), m_reputa
m_baseSpellPower = 0;
m_baseFeralAP = 0;
m_baseManaRegen = 0;
- m_armorPenetrationPct = 0.0f;
// Honor System
m_lastHonorUpdateTime = time(NULL);
@@ -5288,7 +5287,7 @@ void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
break;
case CR_ARMOR_PENETRATION:
if(affectStats)
- UpdateArmorPenetration();
+ UpdateArmorPenetration(amount);
break;
}
}
@@ -11051,15 +11050,10 @@ Item* Player::EquipItem( uint16 pos, Item *pItem, bool update )
// update expertise and armor penetration - passive auras may need it
if( slot == EQUIPMENT_SLOT_MAINHAND )
- {
UpdateExpertise(BASE_ATTACK);
- UpdateArmorPenetration();
- }
+
else if( slot == EQUIPMENT_SLOT_OFFHAND )
- {
UpdateExpertise(OFF_ATTACK);
- UpdateArmorPenetration();
- }
switch(slot)
{
@@ -11209,7 +11203,6 @@ void Player::RemoveItem( uint8 bag, uint8 slot, bool update )
}
UpdateExpertise(BASE_ATTACK);
- UpdateArmorPenetration();
}
else if( slot == EQUIPMENT_SLOT_OFFHAND )
UpdateExpertise(OFF_ATTACK);
@@ -11219,7 +11212,7 @@ void Player::RemoveItem( uint8 bag, uint8 slot, bool update )
case EQUIPMENT_SLOT_MAINHAND:
case EQUIPMENT_SLOT_OFFHAND:
case EQUIPMENT_SLOT_RANGED:
- UpdateArmorPenetration();
+ RecalculateRating(CR_ARMOR_PENETRATION);
default:
break;
}
@@ -11336,21 +11329,16 @@ void Player::DestroyItem( uint8 bag, uint8 slot, bool update )
case EQUIPMENT_SLOT_MAINHAND:
case EQUIPMENT_SLOT_OFFHAND:
case EQUIPMENT_SLOT_RANGED:
- UpdateArmorPenetration();
+ RecalculateRating(CR_ARMOR_PENETRATION);
default:
break;
}
if( slot == EQUIPMENT_SLOT_MAINHAND )
- {
UpdateExpertise(BASE_ATTACK);
- UpdateArmorPenetration();
- }
+
else if( slot == EQUIPMENT_SLOT_OFFHAND )
- {
UpdateExpertise(OFF_ATTACK);
- UpdateArmorPenetration();
- }
// equipment visual show
SetVisibleItemSlot(slot, NULL);