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-rw-r--r--src/server/game/Entities/Item/ItemTemplate.cpp46
1 files changed, 23 insertions, 23 deletions
diff --git a/src/server/game/Entities/Item/ItemTemplate.cpp b/src/server/game/Entities/Item/ItemTemplate.cpp
index 80701f436dc..f418640c9af 100644
--- a/src/server/game/Entities/Item/ItemTemplate.cpp
+++ b/src/server/game/Entities/Item/ItemTemplate.cpp
@@ -57,19 +57,19 @@ bool ItemTemplate::CanChangeEquipStateInCombat() const
{
switch (GetInventoryType())
{
- case INVTYPE_RELIC:
- case INVTYPE_SHIELD:
- case INVTYPE_HOLDABLE:
- return true;
- default:
- break;
+ case INVTYPE_RELIC:
+ case INVTYPE_SHIELD:
+ case INVTYPE_HOLDABLE:
+ return true;
+ default:
+ break;
}
switch (GetClass())
{
- case ITEM_CLASS_WEAPON:
- case ITEM_CLASS_PROJECTILE:
- return true;
+ case ITEM_CLASS_WEAPON:
+ case ITEM_CLASS_PROJECTILE:
+ return true;
}
return false;
@@ -77,7 +77,7 @@ bool ItemTemplate::CanChangeEquipStateInCombat() const
uint32 ItemTemplate::GetSkill() const
{
- const static uint32 item_weapon_skills[MAX_ITEM_SUBCLASS_WEAPON] =
+ static uint32 const itemWeaponSkills[MAX_ITEM_SUBCLASS_WEAPON] =
{
SKILL_AXES, SKILL_TWO_HANDED_AXES, SKILL_BOWS, SKILL_GUNS, SKILL_MACES,
SKILL_TWO_HANDED_MACES, SKILL_POLEARMS, SKILL_SWORDS, SKILL_TWO_HANDED_SWORDS, SKILL_WARGLAIVES,
@@ -86,7 +86,7 @@ uint32 ItemTemplate::GetSkill() const
SKILL_FISHING
};
- const static uint32 item_armor_skills[MAX_ITEM_SUBCLASS_ARMOR] =
+ static uint32 const itemArmorSkills[MAX_ITEM_SUBCLASS_ARMOR] =
{
0, SKILL_CLOTH, SKILL_LEATHER, SKILL_MAIL, SKILL_PLATE_MAIL, 0, SKILL_SHIELD, 0, 0, 0, 0
};
@@ -94,20 +94,20 @@ uint32 ItemTemplate::GetSkill() const
switch (GetClass())
{
- case ITEM_CLASS_WEAPON:
- if (GetSubClass() >= MAX_ITEM_SUBCLASS_WEAPON)
- return 0;
- else
- return item_weapon_skills[GetSubClass()];
+ case ITEM_CLASS_WEAPON:
+ if (GetSubClass() >= MAX_ITEM_SUBCLASS_WEAPON)
+ return 0;
+ else
+ return itemWeaponSkills[GetSubClass()];
- case ITEM_CLASS_ARMOR:
- if (GetSubClass() >= MAX_ITEM_SUBCLASS_ARMOR)
- return 0;
- else
- return item_armor_skills[GetSubClass()];
+ case ITEM_CLASS_ARMOR:
+ if (GetSubClass() >= MAX_ITEM_SUBCLASS_ARMOR)
+ return 0;
+ else
+ return itemArmorSkills[GetSubClass()];
- default:
- return 0;
+ default:
+ return 0;
}
}