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uint16 to uin8 conversions explicit
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@ -207,7 +207,7 @@ public:
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virtual bool DoCastSpell(uint16 spell_id, uint16 target_id, uint16 slot = 10, int32 casttime = -1,
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int32 mana_cost = -1, uint32* oSpellWillFinish = 0, uint32 item_slot = 0xFFFFFFFF,
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uint32 timer = 0xFFFFFFFF, uint32 timer_duration = 0, uint32 type = 0, int16 resist_adjust = 0);
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void CastedSpellFinished(uint16 spell_id, uint32 target_id, uint16 slot, uint16 mana_used,
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void CastedSpellFinished(uint16 spell_id, uint32 target_id, uint8 slot, uint16 mana_used,
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uint32 inventory_slot = 0xFFFFFFFF, int16 resist_adjust = 0);
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bool SpellFinished(uint16 spell_id, Mob *target, uint16 slot = 10, uint16 mana_used = 0,
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uint32 inventory_slot = 0xFFFFFFFF, int16 resist_adjust = 0, bool isproc = false);
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@ -113,7 +113,7 @@ void Mob::SpellProcess()
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{
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spellend_timer.Disable();
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delaytimer = false;
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CastedSpellFinished(casting_spell_id, casting_spell_targetid, casting_spell_slot,
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CastedSpellFinished(casting_spell_id, casting_spell_targetid, (uint8)casting_spell_slot,
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casting_spell_mana, casting_spell_inventory_slot, casting_spell_resist_adjust);
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}
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@ -444,7 +444,7 @@ bool Mob::DoCastSpell(uint16 spell_id, uint16 target_id, uint16 slot,
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// cast time is 0, just finish it right now and be done with it
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if(cast_time == 0) {
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CastedSpellFinished(spell_id, target_id, slot, mana_cost, item_slot, resist_adjust);
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CastedSpellFinished(spell_id, target_id, (uint8)slot, mana_cost, item_slot, resist_adjust);
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return(true);
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}
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@ -872,7 +872,7 @@ void Mob::InterruptSpell(uint16 message, uint16 color, uint16 spellid)
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// NOTE: do not put range checking, etc into this function. this should
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// just check timed spell specific things before passing off to SpellFinished
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// which figures out proper targets etc
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void Mob::CastedSpellFinished(uint16 spell_id, uint32 target_id, uint16 slot,
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void Mob::CastedSpellFinished(uint16 spell_id, uint32 target_id, uint8 slot,
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uint16 mana_used, uint32 inventory_slot, int16 resist_adjust)
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{
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bool IsFromItem = false;
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@ -4390,7 +4390,7 @@ float Mob::ResistSpell(uint8 resist_type, uint16 spell_id, Mob *caster, bool use
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resist_chance = 1;
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}
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float partial_modifier = ((150 * (roll - resist_chance)) / resist_chance);
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float partial_modifier = ((150.0f * (roll - resist_chance)) / resist_chance);
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if(IsNPC())
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{
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