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[Constants] Convert SE Defines to SpellEffect Namespace (#4999)
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+8
-8
@@ -547,22 +547,22 @@ void NPC::SetPetState(SpellBuff_Struct *pet_buffs, uint32 *items) {
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if (buffs[j1].spellid <= (uint32)SPDAT_RECORDS) {
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for (int x1=0; x1 < EFFECT_COUNT; x1++) {
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switch (spells[buffs[j1].spellid].effect_id[x1]) {
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case SE_AddMeleeProc:
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case SE_WeaponProc:
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case SpellEffect::AddMeleeProc:
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case SpellEffect::WeaponProc:
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// We need to reapply buff based procs
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// We need to do this here so suspended pets also regain their procs.
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AddProcToWeapon(GetProcID(buffs[j1].spellid,x1), false, 100+spells[buffs[j1].spellid].limit_value[x1], buffs[j1].spellid, buffs[j1].casterlevel, GetSpellProcLimitTimer(buffs[j1].spellid, ProcType::MELEE_PROC));
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break;
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case SE_DefensiveProc:
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case SpellEffect::DefensiveProc:
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AddDefensiveProc(GetProcID(buffs[j1].spellid, x1), 100 + spells[buffs[j1].spellid].limit_value[x1], buffs[j1].spellid, GetSpellProcLimitTimer(buffs[j1].spellid, ProcType::DEFENSIVE_PROC));
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break;
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case SE_RangedProc:
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case SpellEffect::RangedProc:
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AddRangedProc(GetProcID(buffs[j1].spellid, x1), 100 + spells[buffs[j1].spellid].limit_value[x1], buffs[j1].spellid, GetSpellProcLimitTimer(buffs[j1].spellid, ProcType::RANGED_PROC));
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break;
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case SE_Charm:
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case SE_Rune:
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case SE_NegateAttacks:
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case SE_Illusion:
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case SpellEffect::Charm:
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case SpellEffect::Rune:
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case SpellEffect::NegateAttacks:
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case SpellEffect::Illusion:
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buffs[j1].spellid = SPELL_UNKNOWN;
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pet_buffs[j1].spellid = SPELLBOOK_UNKNOWN;
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pet_buffs[j1].effect_type = 0;
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