void Player::ApplySpellPowerBonus(int32 amount, bool apply) { apply = _ModifyUInt32(apply, m_baseSpellPower, amount); // For speed just update for client ApplyModUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS, amount, apply); for (int i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i) ApplyModUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + i, amount, apply); }
void Player::ApplySpellPowerBonus(int32 amount, bool apply) { if (HasAuraType(SPELL_AURA_OVERRIDE_SPELL_POWER_BY_AP_PCT)) return; apply = _ModifyUInt32(apply, m_baseSpellPower, amount); // For speed just update for client ApplyModUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS, amount, apply); for (int i = SPELL_SCHOOL_HOLY; i < MAX_SPELL_SCHOOL; ++i) ApplyModUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS + i, amount, apply); if (HasAuraType(SPELL_AURA_OVERRIDE_ATTACK_POWER_BY_SP_PCT)) { UpdateAttackPowerAndDamage(); UpdateAttackPowerAndDamage(true); } }
void Player::ApplyHealthRegenBonus(int32 amount, bool apply) { _ModifyUInt32(apply, m_baseHealthRegen, amount); }
void Player::ApplyManaRegenBonus(int32 amount, bool apply) { _ModifyUInt32(apply, m_baseManaRegen, amount); UpdateManaRegen(); }
void Player::ApplyFeralAPBonus(int32 amount, bool apply) { _ModifyUInt32(apply, m_baseFeralAP, amount); UpdateAttackPowerAndDamage(); }