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Changes to how valid light sources are critiqued
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+11
-11
@@ -655,14 +655,17 @@ public:
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bool IsDestructibleObject() { return destructibleobject; }
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void SetDestructibleObject(bool in) { destructibleobject = in; }
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inline uint8 GetInnateLightValue() { return innate_light; }
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inline uint8 GetEquipLightValue() { return equip_light; }
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inline uint8 GetSpellLightValue() { return spell_light; }
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virtual void UpdateEquipLightValue() { equip_light = NOT_USED; }
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inline void SetSpellLightValue(uint8 light_value) { spell_light = (light_value & 0x0F); }
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inline uint8 GetInnateLightType() { return m_Light.Type.Innate; }
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inline uint8 GetEquipmentLightType() { return m_Light.Type.Equipment; }
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inline uint8 GetSpellLightType() { return m_Light.Type.Spell; }
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inline uint8 GetActiveLightValue() { return active_light; }
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bool UpdateActiveLightValue(); // returns true if change, false if no change
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virtual void UpdateEquipmentLight() { m_Light.Type.Equipment = 0; m_Light.Level.Equipment = 0; }
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inline void SetSpellLightType(uint8 lightType) { m_Light.Type.Spell = (lightType & 0x0F); m_Light.Level.Spell = m_Light.TypeToLevel(m_Light.Type.Spell); }
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inline uint8 GetActiveLightType() { return m_Light.Type.Active; }
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bool UpdateActiveLight(); // returns true if change, false if no change
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LightProfile_Struct* GetLightProfile() { return &m_Light; }
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Mob* GetPet();
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void SetPet(Mob* newpet);
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@@ -1074,10 +1077,7 @@ protected:
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glm::vec4 m_Delta;
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uint8 innate_light; // defined by db field `npc_types`.`light` - where appropriate
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uint8 equip_light; // highest value of equipped/carried light-producing items
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uint8 spell_light; // set value of any light-producing spell (can be modded to mimic equip_light behavior)
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uint8 active_light; // highest value of all light sources
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LightProfile_Struct m_Light;
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float fixedZ;
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EmuAppearance _appearance;
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