mirror of
https://github.com/EQEmu/Server.git
synced 2026-05-31 09:06:46 +00:00
-Implemented live like spell projectiles (ie mage bolts).
-See function in spells.cpp for more info on bolt behavior. -This works reasonably well, but still room for improvements. -Rules are for setting what item id is used for the projectile since live uses an item id from SOF+ I added alternate item graphic for titanium clients. -Note: Max number of projectiles (set at 10) is a made up value in most situations it would be nearly impossible to have more than 3 bolts in the air at the same time. This values gives enough wiggle room that no server should have an issue though. -Small fix to SE_CompleteHeal
This commit is contained in:
@@ -252,6 +252,7 @@ public:
|
||||
void SendBuffsToClient(Client *c);
|
||||
inline Buffs_Struct* GetBuffs() { return buffs; }
|
||||
void DoGravityEffect();
|
||||
void SpellProjectileEffect();
|
||||
void DamageShield(Mob* other, bool spell_ds = false);
|
||||
int32 RuneAbsorb(int32 damage, uint16 type);
|
||||
bool FindBuff(uint16 spellid);
|
||||
@@ -1040,6 +1041,12 @@ protected:
|
||||
uint8 bardsong_slot;
|
||||
uint32 bardsong_target_id;
|
||||
|
||||
Timer projectile_timer;
|
||||
uint32 projectile_spell_id[MAX_SPELL_PROJECTILE];
|
||||
uint16 projectile_target_id[MAX_SPELL_PROJECTILE];
|
||||
uint8 projectile_increment[MAX_SPELL_PROJECTILE];
|
||||
float projectile_x[MAX_SPELL_PROJECTILE], projectile_y[MAX_SPELL_PROJECTILE], projectile_z[MAX_SPELL_PROJECTILE];
|
||||
|
||||
float rewind_x;
|
||||
float rewind_y;
|
||||
float rewind_z;
|
||||
|
||||
Reference in New Issue
Block a user