Fix compability with latest AzerothCore

This commit is contained in:
郑佩茹
2024-07-22 17:15:16 -06:00
parent 9ca57f20bc
commit dd93a5fc73
3 changed files with 22 additions and 22 deletions

View File

@@ -91,12 +91,12 @@ void IndividualProgression::ComputeGearTuning(Player* player, float& computedAdj
void IndividualProgression::AdjustVanillaStats(Player* player) const
{
float adjustmentValue = -100.0f * (1.0f - vanillaPowerAdjustment);
float adjustmentApplyPercent = (player->getLevel() - 10.0f) / 50.0f;
float computedAdjustment = player->getLevel() > 10 ? (adjustmentValue * adjustmentApplyPercent) : 0;
float adjustmentApplyPercent = (player->GetLevel() - 10.0f) / 50.0f;
float computedAdjustment = player->GetLevel() > 10 ? (adjustmentValue * adjustmentApplyPercent) : 0;
float adjustmentHealingValue = -100.0f * (1.0f - vanillaHealingAdjustment);
float adjustmentHealingApplyPercent = (player->getLevel() - 10.0f) / 50.0f;
float computedHealingAdjustment = player->getLevel() > 10 ? (adjustmentHealingValue * adjustmentHealingApplyPercent) : 0;
float adjustmentHealingApplyPercent = (player->GetLevel() - 10.0f) / 50.0f;
float computedHealingAdjustment = player->GetLevel() > 10 ? (adjustmentHealingValue * adjustmentHealingApplyPercent) : 0;
AdjustStats(player, computedAdjustment, computedHealingAdjustment);
}
@@ -105,11 +105,11 @@ void IndividualProgression::AdjustTBCStats(Player* player) const
{
float adjustmentValue = -100.0f * (1.0f - tbcPowerAdjustment);
float adjustmentApplyPercent = 1;
float computedAdjustment = player->getLevel() > 10 ? (adjustmentValue * adjustmentApplyPercent) : 0;
float computedAdjustment = player->GetLevel() > 10 ? (adjustmentValue * adjustmentApplyPercent) : 0;
float adjustmentHealingValue = -100.0f * (1.0f - tbcHealingAdjustment);
float adjustmentHealingApplyPercent = 1;
float computedHealingAdjustment = player->getLevel() > 10 ? (adjustmentHealingValue * adjustmentHealingApplyPercent) : 0;
float computedHealingAdjustment = player->GetLevel() > 10 ? (adjustmentHealingValue * adjustmentHealingApplyPercent) : 0;
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{

View File

@@ -78,9 +78,9 @@ public:
return false;
}
// Player is still in Vanilla content - give money at 60 level cap
return ((!sIndividualProgression->hasPassedProgression(player, PROGRESSION_NAXX40) && player->getLevel() == 60) ||
return ((!sIndividualProgression->hasPassedProgression(player, PROGRESSION_NAXX40) && player->GetLevel() == 60) ||
// Player is in TBC content - give money at 70 level cap
(!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && player->getLevel() == 70));
(!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && player->GetLevel() == 70));
}
void OnAfterUpdateMaxHealth(Player* player, float& value) override
@@ -100,8 +100,8 @@ public:
if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_NAXX40))
{
float adjustmentAmount = 1.0f - sIndividualProgression->vanillaHealthAdjustment;
float applyPercent = ((player->getLevel() - 10.0f) / 50.0f);
float computedAdjustment = player->getLevel() > 10 ? 1.0f - applyPercent * adjustmentAmount : 1.0f;
float applyPercent = ((player->GetLevel() - 10.0f) / 50.0f);
float computedAdjustment = player->GetLevel() > 10 ? 1.0f - applyPercent * adjustmentAmount : 1.0f;
value *= computedAdjustment;
}
// Player is in TBC content - give TBC health adjustment
@@ -140,7 +140,7 @@ public:
return;
}
// Player is still in Vanilla content - do not give XP past level 60
if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_NAXX40) && player->getLevel() >= 60)
if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_NAXX40) && player->GetLevel() >= 60)
{
// Still award XP to pets - they won't be able to pass the player's level
Pet* pet = player->GetPet();
@@ -149,7 +149,7 @@ public:
amount = 0;
}
// Player is in TBC content - do not give XP past level 70
else if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && player->getLevel() >= 70)
else if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5) && player->GetLevel() >= 70)
{
// Still award XP to pets - they won't be able to pass the player's level
Pet* pet = player->GetPet();
@@ -511,10 +511,10 @@ private:
static void AdjustVanillaStats(Pet* pet)
{
float adjustmentValue = -100.0f * (1.0f - sIndividualProgression->vanillaPowerAdjustment);
float adjustmentApplyPercent = (pet->getLevel() - 10.0f) / 50.0f;
float computedAdjustment = pet->getLevel() > 10 ? (adjustmentValue * adjustmentApplyPercent) : 0;
float adjustmentApplyPercent = (pet->GetLevel() - 10.0f) / 50.0f;
float computedAdjustment = pet->GetLevel() > 10 ? (adjustmentValue * adjustmentApplyPercent) : 0;
float hpAdjustmentValue = -100.0f * (1.0f - sIndividualProgression->vanillaHealthAdjustment);
float hpAdjustment = pet->getLevel() > 10 ? (hpAdjustmentValue * adjustmentApplyPercent) : 0;
float hpAdjustment = pet->GetLevel() > 10 ? (hpAdjustmentValue * adjustmentApplyPercent) : 0;
AdjustStats(pet, computedAdjustment, hpAdjustment);
}
@@ -522,9 +522,9 @@ private:
{
float adjustmentValue = -100.0f * (1.0f - sIndividualProgression->tbcPowerAdjustment);
float adjustmentApplyPercent = 1;
float computedAdjustment = pet->getLevel() > 10 ? (adjustmentValue * adjustmentApplyPercent) : 0;
float computedAdjustment = pet->GetLevel() > 10 ? (adjustmentValue * adjustmentApplyPercent) : 0;
float hpAdjustmentValue = -100.0f * (1.0f - sIndividualProgression->tbcHealthAdjustment);
float hpAdjustment = pet->getLevel() > 10 ? (hpAdjustmentValue * adjustmentApplyPercent) : 0;
float hpAdjustment = pet->GetLevel() > 10 ? (hpAdjustmentValue * adjustmentApplyPercent) : 0;
AdjustStats(pet, computedAdjustment, hpAdjustment);
}
@@ -600,7 +600,7 @@ public:
float gearAdjustment = computeTotalGearTuning(player);
if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_NAXX40))
{
heal *= (sIndividualProgression->ComputeVanillaAdjustment(player->getLevel(), sIndividualProgression->vanillaHealingAdjustment) - gearAdjustment);
heal *= (sIndividualProgression->ComputeVanillaAdjustment(player->GetLevel(), sIndividualProgression->vanillaHealingAdjustment) - gearAdjustment);
}
else if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5))
{
@@ -625,7 +625,7 @@ public:
float gearAdjustment = computeTotalGearTuning(player);
if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_NAXX40))
{
damage *= (sIndividualProgression->ComputeVanillaAdjustment(player->getLevel(), sIndividualProgression->vanillaPowerAdjustment) - gearAdjustment);
damage *= (sIndividualProgression->ComputeVanillaAdjustment(player->GetLevel(), sIndividualProgression->vanillaPowerAdjustment) - gearAdjustment);
}
else if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5))
{
@@ -651,7 +651,7 @@ public:
float gearAdjustment = computeTotalGearTuning(player);
if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_NAXX40))
{
damage *= (sIndividualProgression->ComputeVanillaAdjustment(player->getLevel(), sIndividualProgression->vanillaPowerAdjustment) - gearAdjustment);
damage *= (sIndividualProgression->ComputeVanillaAdjustment(player->GetLevel(), sIndividualProgression->vanillaPowerAdjustment) - gearAdjustment);
}
else if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5))
{
@@ -686,7 +686,7 @@ public:
float gearAdjustment = computeTotalGearTuning(player);
if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_NAXX40))
{
damage *= (sIndividualProgression->ComputeVanillaAdjustment(player->getLevel(), sIndividualProgression->vanillaPowerAdjustment) - gearAdjustment);
damage *= (sIndividualProgression->ComputeVanillaAdjustment(player->GetLevel(), sIndividualProgression->vanillaPowerAdjustment) - gearAdjustment);
}
else if (!sIndividualProgression->hasPassedProgression(player, PROGRESSION_TBC_TIER_5))
{

View File

@@ -134,7 +134,7 @@ public:
bool OnTrigger(Player* player, AreaTrigger const* /*areaTrigger*/) override
{
if (player->getLevel() < 80)
if (player->GetLevel() < 80)
{
player->SetRaidDifficulty(RAID_DIFFICULTY_10MAN_HEROIC);
}