Add Buff infrastructure to go through different logic paths from different patches (#5073)
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This commit is contained in:
dannuic
2026-05-02 22:53:26 -06:00
committed by GitHub
parent c253734c57
commit 18df055f16
201 changed files with 2856 additions and 3105 deletions
+4 -4
View File
@@ -2379,7 +2379,7 @@ void NPC::CheckSignal() {
}
}
bool IsSpellInList(DBnpcspells_Struct* spell_list, uint16 iSpellID);
bool IsSpellInList(DBnpcspells_Struct* spell_list, int32 iSpellID);
bool IsSpellEffectInList(DBnpcspellseffects_Struct* spelleffect_list, uint16 iSpellEffectID, int32 base_value, int32 limit, int32 max_value);
bool NPC::AI_AddNPCSpells(uint32 iDBSpellsID) {
@@ -2678,14 +2678,14 @@ bool IsSpellEffectInList(DBnpcspellseffects_Struct* spelleffect_list, uint16 iSp
return false;
}
bool IsSpellInList(DBnpcspells_Struct* spell_list, uint16 iSpellID) {
bool IsSpellInList(DBnpcspells_Struct* spell_list, int32 iSpellID) {
auto it = std::find_if(spell_list->entries.begin(), spell_list->entries.end(),
[iSpellID](const DBnpcspells_entries_Struct &a) { return a.spellid == iSpellID; });
return it != spell_list->entries.end();
}
// adds a spell to the list, taking into account priority and resorting list as needed.
void NPC::AddSpellToNPCList(int16 iPriority, uint16 iSpellID, uint32 iType,
void NPC::AddSpellToNPCList(int16 iPriority, int32 iSpellID, uint32 iType,
int16 iManaCost, int32 iRecastDelay, int16 iResistAdjust, int8 min_hp, int8 max_hp)
{
@@ -2712,7 +2712,7 @@ void NPC::AddSpellToNPCList(int16 iPriority, uint16 iSpellID, uint32 iType,
AIautocastspell_timer->Start(RandomTimer(0, 300), false);
}
void NPC::RemoveSpellFromNPCList(uint16 spell_id)
void NPC::RemoveSpellFromNPCList(int32 spell_id)
{
auto iter = AIspells.begin();
while(iter != AIspells.end())