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synced 2026-06-11 15:58:36 +00:00
Switched out our kinda juryrigged vector types for glm::vec types since we use that as a 3d math library already but never switched out the types
This commit is contained in:
+17
-17
@@ -2471,7 +2471,7 @@ void Mob::AddToHateList(Mob* other, uint32 hate /*= 0*/, int32 damage /*= 0*/, b
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}
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if(IsNPC() && CastToNPC()->IsUnderwaterOnly() && zone->HasWaterMap()) {
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if(!zone->watermap->InLiquid(other->GetPosition())) {
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if(!zone->watermap->InLiquid(glm::vec3(other->GetPosition()))) {
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return;
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}
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}
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@@ -3917,8 +3917,8 @@ void Mob::TryDefensiveProc(const ItemInst* weapon, Mob *on, uint16 hand) {
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float chance = ProcChance * (static_cast<float>(DefensiveProcs[i].chance)/100.0f);
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if (zone->random.Roll(chance)) {
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ExecWeaponProc(nullptr, DefensiveProcs[i].spellID, on);
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CheckNumHitsRemaining(NumHit::DefensiveSpellProcs, 0,
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DefensiveProcs[i].base_spellID);
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CheckNumHitsRemaining(NumHit::DefensiveSpellProcs, 0,
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DefensiveProcs[i].base_spellID);
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}
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}
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}
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@@ -4095,7 +4095,7 @@ void Mob::TrySpellProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on,
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i, SpellProcs[i].spellID, chance);
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ExecWeaponProc(nullptr, SpellProcs[i].spellID, on);
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CheckNumHitsRemaining(NumHit::OffensiveSpellProcs, 0,
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SpellProcs[i].base_spellID);
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SpellProcs[i].base_spellID);
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} else {
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mlog(COMBAT__PROCS,
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"Spell proc %d failed to proc %d (%.2f percent chance)",
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@@ -4112,7 +4112,7 @@ void Mob::TrySpellProc(const ItemInst *inst, const Item_Struct *weapon, Mob *on,
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i, RangedProcs[i].spellID, chance);
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ExecWeaponProc(nullptr, RangedProcs[i].spellID, on);
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CheckNumHitsRemaining(NumHit::OffensiveSpellProcs, 0,
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RangedProcs[i].base_spellID);
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RangedProcs[i].base_spellID);
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} else {
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mlog(COMBAT__PROCS,
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"Ranged proc %d failed to proc %d (%.2f percent chance)",
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@@ -4530,7 +4530,7 @@ void Mob::TrySkillProc(Mob *on, uint16 skill, uint16 ReuseTime, bool Success, ui
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if (zone->random.Roll(final_chance)) {
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ExecWeaponProc(nullptr, proc_spell_id, on);
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CheckNumHitsRemaining(NumHit::OffensiveSpellProcs, 0,
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base_spell_id);
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base_spell_id);
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CanProc = false;
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break;
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}
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@@ -4824,20 +4824,20 @@ void Mob::CommonBreakInvisible()
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/* Dev quotes:
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* Old formula
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* Final delay = (Original Delay / (haste mod *.01f)) + ((Hundred Hands / 100) * Original Delay)
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* Final delay = (Original Delay / (haste mod *.01f)) + ((Hundred Hands / 100) * Original Delay)
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* New formula
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* Final delay = (Original Delay / (haste mod *.01f)) + ((Hundred Hands / 1000) * (Original Delay / (haste mod *.01f))
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* Base Delay 20 25 30 37
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* Haste 2.25 2.25 2.25 2.25
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* HHE (old) -17 -17 -17 -17
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* Final Delay 5.488888889 6.861111111 8.233333333 10.15444444
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* Final delay = (Original Delay / (haste mod *.01f)) + ((Hundred Hands / 1000) * (Original Delay / (haste mod *.01f))
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* Base Delay 20 25 30 37
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* Haste 2.25 2.25 2.25 2.25
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* HHE (old) -17 -17 -17 -17
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* Final Delay 5.488888889 6.861111111 8.233333333 10.15444444
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*
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* Base Delay 20 25 30 37
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* Haste 2.25 2.25 2.25 2.25
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* HHE (new) -383 -383 -383 -383
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* Final Delay 5.484444444 6.855555556 8.226666667 10.14622222
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* Base Delay 20 25 30 37
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* Haste 2.25 2.25 2.25 2.25
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* HHE (new) -383 -383 -383 -383
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* Final Delay 5.484444444 6.855555556 8.226666667 10.14622222
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*
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* Difference -0.004444444 -0.005555556 -0.006666667 -0.008222222
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* Difference -0.004444444 -0.005555556 -0.006666667 -0.008222222
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*
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* These times are in 10th of a second
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*/
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