Rename namespace EQEmu to namespace EQ (so we don't have two similar but different namespaces anymore)

This commit is contained in:
KimLS
2020-05-17 18:36:06 -07:00
parent 06104b624a
commit 2fbd5aaccc
198 changed files with 6111 additions and 6111 deletions
+20 -20
View File
@@ -268,7 +268,7 @@ enum class LootRequestType : uint8 {
Self,
AllowedPVE,
AllowedPVPAll,
AllowedPVPSingle, // can make this 'AllowedPVPVariable' and allow values between 1 and EQEmu::invtype::POSSESSIONS_SIZE
AllowedPVPSingle, // can make this 'AllowedPVPVariable' and allow values between 1 and EQ::invtype::POSSESSIONS_SIZE
AllowedPVPDefined,
};
@@ -385,8 +385,8 @@ struct StatBonuses {
int32 inhibitmelee;
float AggroRange; // when calculate just replace original value with this
float AssistRange;
int32 skillmod[EQEmu::skills::HIGHEST_SKILL + 1];
int32 skillmodmax[EQEmu::skills::HIGHEST_SKILL + 1];
int32 skillmod[EQ::skills::HIGHEST_SKILL + 1];
int32 skillmodmax[EQ::skills::HIGHEST_SKILL + 1];
int effective_casting_level;
int adjusted_casting_skill; // SPA 112 for fizzles
int reflect_chance; // chance to reflect incoming spell
@@ -403,7 +403,7 @@ struct StatBonuses {
int32 StrikeThrough; // PoP: Strike Through %
int32 MeleeMitigation; //i = Shielding
int32 MeleeMitigationEffect; //i = Spell Effect Melee Mitigation
int32 CriticalHitChance[EQEmu::skills::HIGHEST_SKILL + 2]; //i
int32 CriticalHitChance[EQ::skills::HIGHEST_SKILL + 2]; //i
int32 CriticalSpellChance; //i
int32 SpellCritDmgIncrease; //i
int32 SpellCritDmgIncNoStack; // increase
@@ -430,10 +430,10 @@ struct StatBonuses {
int32 MeleeSkillCheck; //i
uint8 MeleeSkillCheckSkill;
int32 HitChance; //HitChance/15 == % increase i = Accuracy (Item: Accuracy)
int32 HitChanceEffect[EQEmu::skills::HIGHEST_SKILL + 2]; //Spell effect Chance to Hit, straight percent increase
int32 DamageModifier[EQEmu::skills::HIGHEST_SKILL + 2]; //i
int32 DamageModifier2[EQEmu::skills::HIGHEST_SKILL + 2]; //i
int32 MinDamageModifier[EQEmu::skills::HIGHEST_SKILL + 2]; //i
int32 HitChanceEffect[EQ::skills::HIGHEST_SKILL + 2]; //Spell effect Chance to Hit, straight percent increase
int32 DamageModifier[EQ::skills::HIGHEST_SKILL + 2]; //i
int32 DamageModifier2[EQ::skills::HIGHEST_SKILL + 2]; //i
int32 MinDamageModifier[EQ::skills::HIGHEST_SKILL + 2]; //i
int32 ProcChance; // ProcChance/10 == % increase i = CombatEffects
int32 ProcChanceSPA; // ProcChance from spell effects
int32 ExtraAttackChance;
@@ -441,13 +441,13 @@ struct StatBonuses {
int32 DivineSaveChance[2]; // Second Chance (base1 = chance, base2 = spell on trigger)
uint32 DeathSave[4]; // Death Pact [0](value = 1 partial 2 = full) [1]=slot [2]=LvLimit [3]=HealAmt
int32 FlurryChance;
int32 Accuracy[EQEmu::skills::HIGHEST_SKILL + 2]; //Accuracy/15 == % increase [Spell Effect: Accuracy)
int32 Accuracy[EQ::skills::HIGHEST_SKILL + 2]; //Accuracy/15 == % increase [Spell Effect: Accuracy)
int32 HundredHands; //extra haste, stacks with all other haste i
int32 MeleeLifetap; //i
int32 Vampirism; //i
int32 HealRate; // Spell effect that influences effectiveness of heals
int32 MaxHPChange; // Spell Effect
int16 SkillDmgTaken[EQEmu::skills::HIGHEST_SKILL + 2]; // All Skills + -1
int16 SkillDmgTaken[EQ::skills::HIGHEST_SKILL + 2]; // All Skills + -1
int32 HealAmt; // Item Effect
int32 SpellDmg; // Item Effect
int32 Clairvoyance; // Item Effect
@@ -456,9 +456,9 @@ struct StatBonuses {
uint32 SpellTriggers[MAX_SPELL_TRIGGER]; // Innate/Spell/Item Spells that trigger when you cast
uint32 SpellOnKill[MAX_SPELL_TRIGGER*3]; // Chance to proc after killing a mob
uint32 SpellOnDeath[MAX_SPELL_TRIGGER*2]; // Chance to have effect cast when you die
int32 CritDmgMod[EQEmu::skills::HIGHEST_SKILL + 2]; // All Skills + -1
int32 SkillReuseTime[EQEmu::skills::HIGHEST_SKILL + 1]; // Reduces skill timers
int32 SkillDamageAmount[EQEmu::skills::HIGHEST_SKILL + 2]; // All Skills + -1
int32 CritDmgMod[EQ::skills::HIGHEST_SKILL + 2]; // All Skills + -1
int32 SkillReuseTime[EQ::skills::HIGHEST_SKILL + 1]; // Reduces skill timers
int32 SkillDamageAmount[EQ::skills::HIGHEST_SKILL + 2]; // All Skills + -1
int32 TwoHandBluntBlock; // chance to block when wielding two hand blunt weapon
uint32 ItemManaRegenCap; // Increases the amount of mana you have can over the cap(aa effect)
int32 GravityEffect; // Indictor of spell effect
@@ -481,7 +481,7 @@ struct StatBonuses {
uint8 FocusEffects[HIGHEST_FOCUS+1]; // Stores the focus effectid for each focustype you have.
int16 FocusEffectsWorn[HIGHEST_FOCUS+1]; // Optional to allow focus effects to be applied additively from worn slot
bool NegateEffects; // Check if you contain a buff with negate effect. (only spellbonuses)
int32 SkillDamageAmount2[EQEmu::skills::HIGHEST_SKILL + 2]; // Adds skill specific damage
int32 SkillDamageAmount2[EQ::skills::HIGHEST_SKILL + 2]; // Adds skill specific damage
uint32 NegateAttacks[3]; // 0 = bool HasEffect 1 = Buff Slot 2 = Max damage absorbed per hit
uint32 MitigateMeleeRune[4]; // 0 = Mitigation value 1 = Buff Slot 2 = Max mitigation per hit 3 = Rune Amt
uint32 MeleeThresholdGuard[3]; // 0 = Mitigation value 1 = Buff Slot 2 = Min damage to trigger.
@@ -514,7 +514,7 @@ struct StatBonuses {
int32 Metabolism; // Food/drink consumption rates.
bool Sanctuary; // Sanctuary effect, lowers place on hate list until cast on others.
int32 FactionModPct; // Modifies amount of faction gained.
bool LimitToSkill[EQEmu::skills::HIGHEST_SKILL + 2]; // Determines if we need to search for a skill proc.
bool LimitToSkill[EQ::skills::HIGHEST_SKILL + 2]; // Determines if we need to search for a skill proc.
uint32 SkillProc[MAX_SKILL_PROCS]; // Max number of spells containing skill_procs.
uint32 SkillProcSuccess[MAX_SKILL_PROCS]; // Max number of spells containing skill_procs_success.
uint32 PC_Pet_Rampage[2]; // 0= % chance to rampage, 1=damage modifier
@@ -549,7 +549,7 @@ struct StatBonuses {
int32 CombatStability; // Melee damage mitigation.
int32 DoubleRiposte; // Chance to double riposte
int32 GiveDoubleRiposte[3]; // 0=Regular Chance, 1=Skill Attack Chance, 2=Skill
uint32 RaiseSkillCap[EQEmu::skills::HIGHEST_SKILL + 1]; // Raise a specific skill cap (base1= value, base2=skill)
uint32 RaiseSkillCap[EQ::skills::HIGHEST_SKILL + 1]; // Raise a specific skill cap (base1= value, base2=skill)
int32 Ambidexterity; // Increase chance to duel wield by adding bonus 'skill'.
int32 PetMaxHP; // Increase the max hp of your pet.
int32 PetFlurry; // Chance for pet to flurry.
@@ -578,7 +578,7 @@ struct StatBonuses {
uint16 extra_xtargets; // extra xtarget entries
bool ShroudofStealth; // rogue improved invisiblity
uint16 ReduceFallDamage; // reduce fall damage by percent
int32 ReduceTradeskillFail[EQEmu::skills::HIGHEST_SKILL + 1]; // Reduces chance for trade skills to fail by percent.
int32 ReduceTradeskillFail[EQ::skills::HIGHEST_SKILL + 1]; // Reduces chance for trade skills to fail by percent.
uint8 TradeSkillMastery; // Allow number of tradeskills to exceed 200 skill.
int16 NoBreakAESneak; // Percent value
int16 FeignedCastOnChance; // Percent Value
@@ -697,7 +697,7 @@ struct MercData {
uint32 NPCID;
};
namespace EQEmu
namespace EQ
{
class ItemInstance;
}
@@ -739,7 +739,7 @@ public:
private:
// Send item data for trade item to other person involved in trade
void SendItemData(const EQEmu::ItemInstance* inst, int16 dest_slot_id);
void SendItemData(const EQ::ItemInstance* inst, int16 dest_slot_id);
uint32 with_id;
Mob* owner;
@@ -783,7 +783,7 @@ struct DamageHitInfo {
int offense;
int tohit;
int hand;
EQEmu::skills::SkillType skill;
EQ::skills::SkillType skill;
};
#endif