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[Cleanup] Fix SEResist array settings duplicate code (#3225)
# Notes - These conditions did the same thing, combining them is simpler.
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@ -1505,12 +1505,14 @@ void Mob::ApplyAABonuses(const AA::Rank &rank, StatBonuses *newbon)
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case SE_SpellEffectResistChance: {
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case SE_SpellEffectResistChance: {
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for (int e = 0; e < MAX_RESISTABLE_EFFECTS * 2; e += 2) {
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for (int e = 0; e < MAX_RESISTABLE_EFFECTS * 2; e += 2) {
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if (newbon->SEResist[e + 1] && (newbon->SEResist[e] == limit_value) &&
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if (
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(newbon->SEResist[e + 1] < base_value)) {
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!newbon->SEResist[e + 1] ||
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newbon->SEResist[e] = limit_value; // Spell Effect ID
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(
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newbon->SEResist[e + 1] = base_value; // Resist Chance
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newbon->SEResist[e + 1] &&
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break;
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newbon->SEResist[e] == limit_value &&
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} else if (!newbon->SEResist[e + 1]) {
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newbon->SEResist[e + 1] < base_value
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)
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) {
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newbon->SEResist[e] = limit_value; // Spell Effect ID
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newbon->SEResist[e] = limit_value; // Spell Effect ID
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newbon->SEResist[e + 1] = base_value; // Resist Chance
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newbon->SEResist[e + 1] = base_value; // Resist Chance
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break;
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break;
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@ -3492,12 +3494,14 @@ void Mob::ApplySpellsBonuses(uint16 spell_id, uint8 casterlevel, StatBonuses *ne
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{
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{
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for(int e = 0; e < MAX_RESISTABLE_EFFECTS*2; e+=2)
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for(int e = 0; e < MAX_RESISTABLE_EFFECTS*2; e+=2)
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{
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{
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if(new_bonus->SEResist[e+1] && (new_bonus->SEResist[e] == limit_value) && (new_bonus->SEResist[e+1] < effect_value)){
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if (
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new_bonus->SEResist[e] = limit_value; //Spell Effect ID
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!new_bonus->SEResist[e + 1] ||
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new_bonus->SEResist[e+1] = effect_value; //Resist Chance
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(
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break;
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new_bonus->SEResist[e + 1] &&
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}
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new_bonus->SEResist[e] == limit_value &&
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else if (!new_bonus->SEResist[e+1]){
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new_bonus->SEResist[e + 1] < effect_value
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)
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) {
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new_bonus->SEResist[e] = limit_value; //Spell Effect ID
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new_bonus->SEResist[e] = limit_value; //Spell Effect ID
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new_bonus->SEResist[e + 1] = effect_value; //Resist Chance
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new_bonus->SEResist[e + 1] = effect_value; //Resist Chance
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break;
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break;
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