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https://github.com/ZhengPeiRu21/mod-individual-progression
synced 2025-11-29 23:44:51 +08:00
Fix compability with latest AzerothCore
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@@ -91,12 +91,12 @@ void IndividualProgression::ComputeGearTuning(Player* player, float& computedAdj
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void IndividualProgression::AdjustVanillaStats(Player* player) const
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{
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float adjustmentValue = -100.0f * (1.0f - vanillaPowerAdjustment);
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float adjustmentApplyPercent = (player->getLevel() - 10.0f) / 50.0f;
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float computedAdjustment = player->getLevel() > 10 ? (adjustmentValue * adjustmentApplyPercent) : 0;
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float adjustmentApplyPercent = (player->GetLevel() - 10.0f) / 50.0f;
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float computedAdjustment = player->GetLevel() > 10 ? (adjustmentValue * adjustmentApplyPercent) : 0;
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float adjustmentHealingValue = -100.0f * (1.0f - vanillaHealingAdjustment);
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float adjustmentHealingApplyPercent = (player->getLevel() - 10.0f) / 50.0f;
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float computedHealingAdjustment = player->getLevel() > 10 ? (adjustmentHealingValue * adjustmentHealingApplyPercent) : 0;
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float adjustmentHealingApplyPercent = (player->GetLevel() - 10.0f) / 50.0f;
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float computedHealingAdjustment = player->GetLevel() > 10 ? (adjustmentHealingValue * adjustmentHealingApplyPercent) : 0;
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AdjustStats(player, computedAdjustment, computedHealingAdjustment);
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}
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@@ -105,11 +105,11 @@ void IndividualProgression::AdjustTBCStats(Player* player) const
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{
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float adjustmentValue = -100.0f * (1.0f - tbcPowerAdjustment);
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float adjustmentApplyPercent = 1;
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float computedAdjustment = player->getLevel() > 10 ? (adjustmentValue * adjustmentApplyPercent) : 0;
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float computedAdjustment = player->GetLevel() > 10 ? (adjustmentValue * adjustmentApplyPercent) : 0;
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float adjustmentHealingValue = -100.0f * (1.0f - tbcHealingAdjustment);
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float adjustmentHealingApplyPercent = 1;
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float computedHealingAdjustment = player->getLevel() > 10 ? (adjustmentHealingValue * adjustmentHealingApplyPercent) : 0;
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float computedHealingAdjustment = player->GetLevel() > 10 ? (adjustmentHealingValue * adjustmentHealingApplyPercent) : 0;
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for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
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{
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