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[Spells] Rework of Virus Effect code (#1593)
* start of rework * functional * virus updates * Update npc.cpp * updates * updates * update v2 * pre remove old code * removed old code1 * remove debugs * description * Update spell_effects.cpp * changed function name * remove unused var * merge error fix * fix formating issue * Update spdat.cpp * Update spell_effects.cpp * Convert virus entity range code to use vectors and GetCloseMobList * Formatting [skip ci] Co-authored-by: Akkadius <akkadius1@gmail.com>
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@@ -160,7 +160,6 @@ public:
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bool IsMobSpawnedByNpcTypeID(uint32 get_id);
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bool IsNPCSpawned(std::vector<uint32> npc_ids);
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uint32 CountSpawnedNPCs(std::vector<uint32> npc_ids);
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Mob *GetTargetForVirus(Mob* spreader, int range);
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inline NPC *GetNPCByID(uint16 id)
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{
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auto it = npc_list.find(id);
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@@ -512,6 +511,7 @@ public:
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void GetDoorsList(std::list<Doors*> &d_list);
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void GetSpawnList(std::list<Spawn2*> &d_list);
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void GetTargetsForConeArea(Mob *start, float min_radius, float radius, float height, int pcnpc, std::list<Mob*> &m_list);
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std::vector<Mob*> GetTargetsForVirusEffect(Mob *spreader, Mob *orginal_caster, int range, int pcnpc, int32 spell_id);
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inline const std::unordered_map<uint16, Mob *> &GetMobList() { return mob_list; }
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inline const std::unordered_map<uint16, NPC *> &GetNPCList() { return npc_list; }
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