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-rw-r--r--src/server/game/Entities/Item/Item.cpp35
-rw-r--r--src/server/game/Entities/Item/ItemPrototype.h35
2 files changed, 37 insertions, 33 deletions
diff --git a/src/server/game/Entities/Item/Item.cpp b/src/server/game/Entities/Item/Item.cpp
index 6cccb5cf44..e263ce2814 100644
--- a/src/server/game/Entities/Item/Item.cpp
+++ b/src/server/game/Entities/Item/Item.cpp
@@ -510,41 +510,10 @@ Player* Item::GetOwner()const
return ObjectAccessor::FindPlayer(GetOwnerGUID());
}
+// Legacy / Shortcut
uint32 Item::GetSkill()
{
- const static uint32 item_weapon_skills[MAX_ITEM_SUBCLASS_WEAPON] =
- {
- SKILL_AXES, SKILL_2H_AXES, SKILL_BOWS, SKILL_GUNS, SKILL_MACES,
- SKILL_2H_MACES, SKILL_POLEARMS, SKILL_SWORDS, SKILL_2H_SWORDS, 0,
- SKILL_STAVES, 0, 0, SKILL_FIST_WEAPONS, 0,
- SKILL_DAGGERS, SKILL_THROWN, SKILL_ASSASSINATION, SKILL_CROSSBOWS, SKILL_WANDS,
- SKILL_FISHING
- };
-
- const static uint32 item_armor_skills[MAX_ITEM_SUBCLASS_ARMOR] =
- {
- 0, SKILL_CLOTH, SKILL_LEATHER, SKILL_MAIL, SKILL_PLATE_MAIL, 0, SKILL_SHIELD, 0, 0, 0, 0
- };
-
- ItemTemplate const* proto = GetTemplate();
-
- switch (proto->Class)
- {
- case ITEM_CLASS_WEAPON:
- if (proto->SubClass >= MAX_ITEM_SUBCLASS_WEAPON)
- return 0;
- else
- return item_weapon_skills[proto->SubClass];
-
- case ITEM_CLASS_ARMOR:
- if (proto->SubClass >= MAX_ITEM_SUBCLASS_ARMOR)
- return 0;
- else
- return item_armor_skills[proto->SubClass];
-
- default:
- return 0;
- }
+ return proto->GetSkill();
}
uint32 Item::GetSpell()
diff --git a/src/server/game/Entities/Item/ItemPrototype.h b/src/server/game/Entities/Item/ItemPrototype.h
index 467ec80cb4..0dbdb02a8a 100644
--- a/src/server/game/Entities/Item/ItemPrototype.h
+++ b/src/server/game/Entities/Item/ItemPrototype.h
@@ -746,6 +746,41 @@ struct ItemTemplate
return std::max<float>(0.f, itemLevel);
}
+ uint32 GetSkill() const
+ {
+ const static uint32 item_weapon_skills[MAX_ITEM_SUBCLASS_WEAPON] =
+ {
+ SKILL_AXES, SKILL_2H_AXES, SKILL_BOWS, SKILL_GUNS, SKILL_MACES,
+ SKILL_2H_MACES, SKILL_POLEARMS, SKILL_SWORDS, SKILL_2H_SWORDS, 0,
+ SKILL_STAVES, 0, 0, SKILL_FIST_WEAPONS, 0,
+ SKILL_DAGGERS, SKILL_THROWN, SKILL_ASSASSINATION, SKILL_CROSSBOWS, SKILL_WANDS,
+ SKILL_FISHING
+ };
+
+ const static uint32 item_armor_skills[MAX_ITEM_SUBCLASS_ARMOR] =
+ {
+ 0, SKILL_CLOTH, SKILL_LEATHER, SKILL_MAIL, SKILL_PLATE_MAIL, 0, SKILL_SHIELD, 0, 0, 0, 0
+ };
+
+ switch (Class)
+ {
+ case ITEM_CLASS_WEAPON:
+ if (SubClass >= MAX_ITEM_SUBCLASS_WEAPON)
+ return 0;
+ else
+ return item_weapon_skills[SubClass];
+
+ case ITEM_CLASS_ARMOR:
+ if (SubClass >= MAX_ITEM_SUBCLASS_ARMOR)
+ return 0;
+ else
+ return item_armor_skills[SubClass];
+
+ default:
+ return 0;
+ }
+ }
+
bool IsPotion() const { return Class == ITEM_CLASS_CONSUMABLE && SubClass == ITEM_SUBCLASS_POTION; }
bool IsWeaponVellum() const { return Class == ITEM_CLASS_TRADE_GOODS && SubClass == ITEM_SUBCLASS_WEAPON_ENCHANTMENT; }
bool IsArmorVellum() const { return Class == ITEM_CLASS_TRADE_GOODS && SubClass == ITEM_SUBCLASS_ARMOR_ENCHANTMENT; }