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
+17 -17
View File
@@ -144,7 +144,7 @@ bool NPC::AICastSpell(Mob* tar, uint8 iChance, uint32 iSpellTypes, bool bInnates
int min_hp = AIspells[i].min_hp; // well 0 is default, so no special case here
int max_hp = AIspells[i].max_hp ? AIspells[i].max_hp : RuleI(Spells, AI_HealHPPct);
if (EQEmu::ValueWithin(hp_ratio, min_hp, max_hp) || (tar->IsClient() && hp_ratio <= 99)) { // not sure about client bit, leaving it
if (EQ::ValueWithin(hp_ratio, min_hp, max_hp) || (tar->IsClient() && hp_ratio <= 99)) { // not sure about client bit, leaving it
uint32 tempTime = 0;
AIDoSpellCast(i, tar, mana_cost, &tempTime);
tar->SetDontHealMeBefore(tempTime);
@@ -375,7 +375,7 @@ bool NPC::AIDoSpellCast(uint8 i, Mob* tar, int32 mana_cost, uint32* oDontDoAgain
#endif
casting_spell_AIindex = i;
return CastSpell(AIspells[i].spellid, tar->GetID(), EQEmu::spells::CastingSlot::Gem2, AIspells[i].manacost == -2 ? 0 : -1, mana_cost, oDontDoAgainBefore, -1, -1, 0, &(AIspells[i].resist_adjust));
return CastSpell(AIspells[i].spellid, tar->GetID(), EQ::spells::CastingSlot::Gem2, AIspells[i].manacost == -2 ? 0 : -1, mana_cost, oDontDoAgainBefore, -1, -1, 0, &(AIspells[i].resist_adjust));
}
void Mob::AI_Init()
@@ -635,11 +635,11 @@ void Client::AI_SpellCast()
}
uint32 spell_to_cast = 0xFFFFFFFF;
EQEmu::spells::CastingSlot slot_to_use = EQEmu::spells::CastingSlot::Item;
EQ::spells::CastingSlot slot_to_use = EQ::spells::CastingSlot::Item;
if(valid_spells.size() == 1)
{
spell_to_cast = valid_spells[0];
slot_to_use = static_cast<EQEmu::spells::CastingSlot>(slots[0]);
slot_to_use = static_cast<EQ::spells::CastingSlot>(slots[0]);
}
else if(valid_spells.empty())
{
@@ -649,7 +649,7 @@ void Client::AI_SpellCast()
{
uint32 idx = zone->random.Int(0, (valid_spells.size()-1));
spell_to_cast = valid_spells[idx];
slot_to_use = static_cast<EQEmu::spells::CastingSlot>(slots[idx]);
slot_to_use = static_cast<EQ::spells::CastingSlot>(slots[idx]);
}
if(IsMezSpell(spell_to_cast) || IsFearSpell(spell_to_cast))
@@ -803,7 +803,7 @@ void Client::AI_Process()
if (GetTarget() && !IsStunned() && !IsMezzed() && !GetFeigned()) {
if (attack_timer.Check()) {
// Should charmed clients not be procing?
DoAttackRounds(GetTarget(), EQEmu::invslot::slotPrimary);
DoAttackRounds(GetTarget(), EQ::invslot::slotPrimary);
}
}
@@ -811,7 +811,7 @@ void Client::AI_Process()
if (attack_dw_timer.Check()) {
if (CheckDualWield()) {
// Should charmed clients not be procing?
DoAttackRounds(GetTarget(), EQEmu::invslot::slotSecondary);
DoAttackRounds(GetTarget(), EQ::invslot::slotSecondary);
}
}
}
@@ -1159,7 +1159,7 @@ void Mob::AI_Process() {
//try main hand first
if (attack_timer.Check()) {
DoMainHandAttackRounds(target);
TriggerDefensiveProcs(target, EQEmu::invslot::slotPrimary, false);
TriggerDefensiveProcs(target, EQ::invslot::slotPrimary, false);
bool specialed = false; // NPCs can only do one of these a round
if (GetSpecialAbility(SPECATK_FLURRY)) {
@@ -1549,10 +1549,10 @@ void NPC::AI_DoMovement() {
// Check if we're already moving to a WP
// If so, if we're not moving we have arrived and need to set delay
if (GetCWP() == EQEmu::WaypointStatus::RoamBoxPauseInProgress && !IsMoving()) {
if (GetCWP() == EQ::WaypointStatus::RoamBoxPauseInProgress && !IsMoving()) {
// We have arrived
int roambox_move_delay = EQEmu::ClampLower(GetRoamboxDelay(), GetRoamboxMinDelay());
int roambox_move_delay = EQ::ClampLower(GetRoamboxDelay(), GetRoamboxMinDelay());
int move_delay_max = (roambox_move_delay > 0 ? roambox_move_delay : (int) GetRoamboxMinDelay() * 4);
int random_timer = RandomTimer(
GetRoamboxMinDelay(),
@@ -1579,8 +1579,8 @@ void NPC::AI_DoMovement() {
auto move_x = static_cast<float>(zone->random.Real(-roambox_distance, roambox_distance));
auto move_y = static_cast<float>(zone->random.Real(-roambox_distance, roambox_distance));
roambox_destination_x = EQEmu::Clamp((GetX() + move_x), roambox_min_x, roambox_max_x);
roambox_destination_y = EQEmu::Clamp((GetY() + move_y), roambox_min_y, roambox_max_y);
roambox_destination_x = EQ::Clamp((GetX() + move_x), roambox_min_x, roambox_max_x);
roambox_destination_y = EQ::Clamp((GetY() + move_y), roambox_min_y, roambox_max_y);
/**
* If our roambox was configured with large distances, chances of hitting the min or max end of
@@ -1672,7 +1672,7 @@ void NPC::AI_DoMovement() {
roambox_destination_z
);
SetCurrentWP(EQEmu::WaypointStatus::RoamBoxPauseInProgress);
SetCurrentWP(EQ::WaypointStatus::RoamBoxPauseInProgress);
NavigateTo(roambox_destination_x, roambox_destination_y, roambox_destination_z);
}
@@ -1686,7 +1686,7 @@ void NPC::AI_DoMovement() {
int32 gridno = CastToNPC()->GetGrid();
if (gridno > 0 || cur_wp == EQEmu::WaypointStatus::QuestControlNoGrid) {
if (gridno > 0 || cur_wp == EQ::WaypointStatus::QuestControlNoGrid) {
if (pause_timer_complete == true) { // time to pause at wp is over
AI_SetupNextWaypoint();
} // endif (pause_timer_complete==true)
@@ -1736,7 +1736,7 @@ void NPC::AI_DoMovement() {
// as that is where roamer is unset and we don't want
// the next trip through to move again based on grid stuff.
doMove = false;
if (cur_wp == EQEmu::WaypointStatus::QuestControlNoGrid) {
if (cur_wp == EQ::WaypointStatus::QuestControlNoGrid) {
AI_SetupNextWaypoint();
}
@@ -1830,7 +1830,7 @@ void NPC::AI_SetupNextWaypoint() {
pause_timer_complete = false;
LogPathing("We are departing waypoint [{}]", cur_wp);
//if we were under quest control (with no grid), we are done now..
if (cur_wp == EQEmu::WaypointStatus::QuestControlNoGrid) {
if (cur_wp == EQ::WaypointStatus::QuestControlNoGrid) {
LogPathing("Non-grid quest mob has reached its quest ordered waypoint. Leaving pathing mode");
roamer = false;
cur_wp = 0;
@@ -2107,7 +2107,7 @@ bool Mob::Flurry(ExtraAttackOptions *opts)
int num_attacks = GetSpecialAbilityParam(SPECATK_FLURRY, 1);
num_attacks = num_attacks > 0 ? num_attacks : RuleI(Combat, MaxFlurryHits);
for (int i = 0; i < num_attacks; i++)
Attack(target, EQEmu::invslot::slotPrimary, false, false, false, opts);
Attack(target, EQ::invslot::slotPrimary, false, false, false, opts);
}
return true;
}