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Add Buff infrastructure to go through different logic paths from different patches (#5073)
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+4
-4
@@ -32,8 +32,8 @@ public:
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~Beacon();
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//abstract virtual function implementations requird by base abstract class
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virtual bool Death(Mob* killer_mob, int64 damage, uint16 spell_id, EQ::skills::SkillType attack_skill, KilledByTypes killed_by = KilledByTypes::Killed_NPC, bool is_buff_tic = false) { return true; }
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virtual void Damage(Mob* from, int64 damage, uint16 spell_id, EQ::skills::SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false, eSpecialAttacks special = eSpecialAttacks::None) { return; }
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virtual bool Death(Mob* killer_mob, int64 damage, int32 spell_id, EQ::skills::SkillType attack_skill, KilledByTypes killed_by = KilledByTypes::Killed_NPC, bool is_buff_tic = false) { return true; }
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virtual void Damage(Mob* from, int64 damage, int32 spell_id, EQ::skills::SkillType attack_skill, bool avoidable = true, int8 buffslot = -1, bool iBuffTic = false, eSpecialAttacks special = eSpecialAttacks::None) { return; }
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virtual bool HasRaid() { return false; }
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virtual bool HasGroup() { return false; }
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virtual Raid* GetRaid() { return 0; }
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@@ -44,13 +44,13 @@ public:
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bool IsBeacon() const { return true; }
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bool Process();
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virtual void Depop(bool not_used = true) { remove_me = true; }
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void AELocationSpell(Mob *caster, uint16 cast_spell_id, int16 in_resist_adjust);
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void AELocationSpell(Mob *caster, int32 cast_spell_id, int16 in_resist_adjust);
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protected:
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Timer remove_timer;
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bool remove_me;
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uint16 spell_id;
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int32 spell_id;
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int16 resist_adjust;
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int spell_iterations;
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Timer spell_timer;
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