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
+15 -15
View File
@@ -606,7 +606,7 @@ XS(XS_Mob_GetSkill) {
Mob *THIS;
uint32 RETVAL;
dXSTARG;
EQEmu::skills::SkillType skill_num = (EQEmu::skills::SkillType) SvUV(ST(1));
EQ::skills::SkillType skill_num = (EQ::skills::SkillType) SvUV(ST(1));
if (sv_derived_from(ST(0), "Mob")) {
IV tmp = SvIV((SV *) SvRV(ST(0)));
@@ -872,7 +872,7 @@ XS(XS_Mob_Damage) {
Mob *from;
int32 damage = (int32) SvIV(ST(2));
uint16 spell_id = (uint16) SvUV(ST(3));
EQEmu::skills::SkillType attack_skill = (EQEmu::skills::SkillType) SvUV(ST(4));
EQ::skills::SkillType attack_skill = (EQ::skills::SkillType) SvUV(ST(4));
bool avoidable;
int8 buffslot;
bool iBuffTic;
@@ -3830,7 +3830,7 @@ XS(XS_Mob_CastSpell) {
Mob *THIS;
uint16 spell_id = (uint16) SvUV(ST(1));
uint16 target_id = (uint16) SvUV(ST(2));
EQEmu::spells::CastingSlot slot;
EQ::spells::CastingSlot slot;
int32 casttime;
int32 mana_cost;
int16 resist_adjust;
@@ -3844,9 +3844,9 @@ XS(XS_Mob_CastSpell) {
Perl_croak(aTHX_ "THIS is nullptr, avoiding crash.");
if (items < 4)
slot = EQEmu::spells::CastingSlot::Item;
slot = EQ::spells::CastingSlot::Item;
else {
slot = static_cast<EQEmu::spells::CastingSlot>(SvUV(ST(3)));
slot = static_cast<EQ::spells::CastingSlot>(SvUV(ST(3)));
}
if (items < 5)
@@ -3919,7 +3919,7 @@ XS(XS_Mob_SpellFinished) {
resist_diff = spells[spell_id].ResistDiff;
}
THIS->SpellFinished(spell_id, spell_target, EQEmu::spells::CastingSlot::Item, mana_cost, -1, resist_diff);
THIS->SpellFinished(spell_id, spell_target, EQ::spells::CastingSlot::Item, mana_cost, -1, resist_diff);
}
XSRETURN_EMPTY;
}
@@ -6494,7 +6494,7 @@ XS(XS_Mob_DoSpecialAttackDamage) {
{
Mob *THIS;
Mob *target;
EQEmu::skills::SkillType attack_skill = (EQEmu::skills::SkillType) SvUV(ST(2));
EQ::skills::SkillType attack_skill = (EQ::skills::SkillType) SvUV(ST(2));
int32 max_damage = (int32) SvIV(ST(3));
int32 min_damage = 1;
int32 hate_override = -11;
@@ -7401,7 +7401,7 @@ XS(XS_Mob_ModSkillDmgTaken) {
Perl_croak(aTHX_ "Usage: Mob::ModSkillDmgTaken(THIS, int skill, int16 value)");
{
Mob *THIS;
EQEmu::skills::SkillType skill_num = (EQEmu::skills::SkillType) SvUV(ST(1));
EQ::skills::SkillType skill_num = (EQ::skills::SkillType) SvUV(ST(1));
int16 value = (int16) SvIV(ST(2));
if (sv_derived_from(ST(0), "Mob")) {
@@ -7426,7 +7426,7 @@ XS(XS_Mob_GetModSkillDmgTaken) {
Mob *THIS;
int16 RETVAL;
dXSTARG;
EQEmu::skills::SkillType skill_num = (EQEmu::skills::SkillType) SvUV(ST(1));
EQ::skills::SkillType skill_num = (EQ::skills::SkillType) SvUV(ST(1));
if (sv_derived_from(ST(0), "Mob")) {
IV tmp = SvIV((SV *) SvRV(ST(0)));
@@ -7452,7 +7452,7 @@ XS(XS_Mob_GetSkillDmgTaken) {
Mob *THIS;
int32 RETVAL;
dXSTARG;
EQEmu::skills::SkillType skill_num = (EQEmu::skills::SkillType) SvUV(ST(1));
EQ::skills::SkillType skill_num = (EQ::skills::SkillType) SvUV(ST(1));
if (sv_derived_from(ST(0), "Mob")) {
IV tmp = SvIV((SV *) SvRV(ST(0)));
@@ -7607,7 +7607,7 @@ XS(XS_Mob_DoMeleeSkillAttackDmg) {
Mob *THIS;
Mob *target;
uint16 weapon_damage = (uint16) SvIV(ST(2));
EQEmu::skills::SkillType skill = (EQEmu::skills::SkillType) SvUV(ST(3));
EQ::skills::SkillType skill = (EQ::skills::SkillType) SvUV(ST(3));
int16 chance_mod = (int16) SvIV(ST(4));
int16 focus = (int16) SvIV(ST(5));
uint8 CanRiposte = (uint8) SvIV(ST(6));
@@ -7641,8 +7641,8 @@ XS(XS_Mob_DoArcheryAttackDmg) {
{
Mob *THIS;
Mob *target;
EQEmu::ItemInstance *RangeWeapon = nullptr;
EQEmu::ItemInstance *Ammo = nullptr;
EQ::ItemInstance *RangeWeapon = nullptr;
EQ::ItemInstance *Ammo = nullptr;
uint16 weapon_damage = (uint16) SvIV(ST(4));
int16 chance_mod = (int16) SvIV(ST(5));
int16 focus = (int16) SvIV(ST(6));
@@ -7676,8 +7676,8 @@ XS(XS_Mob_DoThrowingAttackDmg) {
{
Mob *THIS;
Mob *target;
EQEmu::ItemInstance *RangeWeapon = nullptr;
EQEmu::ItemData *item = nullptr;
EQ::ItemInstance *RangeWeapon = nullptr;
EQ::ItemData *item = nullptr;
uint16 weapon_damage = (uint16) SvIV(ST(4));
int16 chance_mod = (int16) SvIV(ST(5));
int16 focus = (int16) SvIV(ST(6));