bool Player::UpdateAllStats() { for (int8 i = STAT_STRENGTH; i < MAX_STATS; ++i) { float value = GetTotalStatValue(Stats(i)); SetStat(Stats(i), int32(value)); } UpdateArmor(); // calls UpdateAttackPowerAndDamage() in UpdateArmor for SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR UpdateAttackPowerAndDamage(true); UpdateMaxHealth(); for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i) UpdateMaxPower(Powers(i)); UpdateAllRatings(); UpdateAllCritPercentages(); UpdateAllSpellCritChances(); UpdateBlockPercentage(); UpdateParryPercentage(); UpdateDodgePercentage(); UpdateSpellDamageAndHealingBonus(); UpdateManaRegen(); UpdateExpertise(BASE_ATTACK); UpdateExpertise(OFF_ATTACK); RecalculateRating(CR_ARMOR_PENETRATION); for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i) UpdateResistances(i); return true; }
bool Player::UpdateAllStats() { for (int8 i = STAT_STRENGTH; i < MAX_STATS; ++i) { float value = GetTotalStatValue(Stats(i)); SetStat(Stats(i), int32(value)); } UpdateArmor(); // calls UpdateAttackPowerAndDamage() in UpdateArmor for SPELL_AURA_MOD_ATTACK_POWER_OF_ARMOR UpdateAttackPowerAndDamage(true); UpdateMaxHealth(); for (uint32 i = 0; i <= sChrPowerTypesStore.GetNumRows(); i++) { ChrPowerTypesEntry const* cEntry = sChrPowerTypesStore.LookupEntry(i); if (!cEntry) continue; if (getClass() != cEntry->classId) continue; if (cEntry->power == 10) continue; SetMaxPower(Powers(cEntry->power), uint32(GetCreatePowers(Powers(cEntry->power)))); } UpdateAllRatings(); UpdateAllCritPercentages(); UpdateAllSpellCritChances(); UpdateDefenseBonusesMod(); UpdateShieldBlockValue(); UpdateSpellDamageAndHealingBonus(); UpdateManaRegen(); UpdateExpertise(BASE_ATTACK); UpdateExpertise(OFF_ATTACK); RecalculateRating(CR_ARMOR_PENETRATION); for (int i = SPELL_SCHOOL_NORMAL; i < MAX_SPELL_SCHOOL; ++i) UpdateResistances(i); return true; }