[Code] SkillCaps Global to Singleton Cleanup (#4933)

This commit is contained in:
Alex King
2025-06-22 14:13:16 -04:00
committed by GitHub
parent 940f97c9ae
commit 2f4a5b56dd
10 changed files with 25 additions and 23 deletions
+3 -3
View File
@@ -67,7 +67,7 @@ Merc::Merc(const NPCType* d, float x, float y, float z, float heading)
int r;
for (r = 0; r <= EQ::skills::HIGHEST_SKILL; r++) {
skills[r] = skill_caps.GetSkillCap(GetClass(), (EQ::skills::SkillType)r, GetLevel()).cap;
skills[r] = SkillCaps::Instance()->GetSkillCap(GetClass(), (EQ::skills::SkillType)r, GetLevel()).cap;
}
size = d->size;
@@ -774,12 +774,12 @@ bool Merc::HasSkill(EQ::skills::SkillType skill_id) const {
}
bool Merc::CanHaveSkill(EQ::skills::SkillType skill_id) const {
return skill_caps.GetSkillCap(GetClass(), skill_id, RuleI(Character, MaxLevel)).cap > 0;
return SkillCaps::Instance()->GetSkillCap(GetClass(), skill_id, RuleI(Character, MaxLevel)).cap > 0;
//if you don't have it by max level, then odds are you never will?
}
uint16 Merc::MaxSkill(EQ::skills::SkillType skillid, uint16 class_, uint16 level) const {
return skill_caps.GetSkillCap(class_, skillid, level).cap;
return SkillCaps::Instance()->GetSkillCap(class_, skillid, level).cap;
}
void Merc::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {