*Add more Player::CanUseAttackType checks in places where item bonuses are applied.

--HG--
branch : trunk
This commit is contained in:
QAston committed 2010-07-26 16:08:55 +02:00
1 parent f3e97bfaae
commit 7b87ab4de7
4 files changed
+26 -19

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+2 -2
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@@ -1585,7 +1585,7 @@ uint32 Unit::CalcArmorReducedDamage(Unit* pVictim, const uint32 damage, SpellEnt
// item dependent spell - check curent weapons
for (int i = 0; i < MAX_ATTACK; ++i)
{
Item *weapon = ToPlayer()->GetWeaponForAttack(WeaponAttackType(i));
Item *weapon = ToPlayer()->GetWeaponForAttack(WeaponAttackType(i), true);
if (weapon && weapon->IsFitToSpellRequirements((*itr)->GetSpellProto()))
{
@@ -14488,7 +14488,7 @@ float Unit::GetAPMultiplier(WeaponAttackType attType, bool normalized)
if (!normalized || GetTypeId() != TYPEID_PLAYER)
return float(GetAttackTime(attType))/1000.0f;
Item *Weapon = this->ToPlayer()->GetWeaponForAttack(attType);
Item *Weapon = this->ToPlayer()->GetWeaponForAttack(attType, true);
if (!Weapon)
return 2.4; // fist attack