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Multi-line remark statements wreck havoc on visual studio's parser (expensive)
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parent
226a49cb42
commit
3555791e1f
74
zone/bot.cpp
74
zone/bot.cpp
@ -1724,7 +1724,7 @@ bool Bot::LoadPet()
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bool Bot::SavePet()
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{
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if (!GetPet() || GetPet()->IsFamiliar() /*|| dead*/)
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if (!GetPet() || GetPet()->IsFamiliar()) // dead?
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return true;
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NPC *pet_inst = GetPet()->CastToNPC();
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@ -3505,8 +3505,8 @@ void Bot::PerformTradeWithClient(int16 beginSlotID, int16 endSlotID, Client* cli
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continue;
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auto trade_instance = trade_iterator.tradeItemInstance;
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/*if ((stage_loop == stageStackable) && !trade_instance->IsStackable())
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continue;*/
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//if ((stage_loop == stageStackable) && !trade_instance->IsStackable())
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// continue;
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for (auto index : bot_equip_order) {
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if (!(trade_instance->GetItem()->Slots & (1 << index)))
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@ -3849,7 +3849,8 @@ void Bot::Damage(Mob *from, int32 damage, uint16 spell_id, EQEmu::skills::SkillT
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}
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}
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void Bot::AddToHateList(Mob* other, uint32 hate /*= 0*/, int32 damage /*= 0*/, bool iYellForHelp /*= true*/, bool bFrenzy /*= false*/, bool iBuffTic /*= false*/) {
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//void Bot::AddToHateList(Mob* other, uint32 hate = 0, int32 damage = 0, bool iYellForHelp = true, bool bFrenzy = false, bool iBuffTic = false)
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void Bot::AddToHateList(Mob* other, uint32 hate, int32 damage, bool iYellForHelp, bool bFrenzy, bool iBuffTic) {
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Mob::AddToHateList(other, hate, damage, iYellForHelp, bFrenzy, iBuffTic);
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}
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@ -4261,24 +4262,23 @@ int32 Bot::CalcBotAAFocus(BotfocusType type, uint32 aa_ID, uint32 points, uint16
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value = base1;
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break;
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}
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/*
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case SE_SympatheticProc:
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{
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if(type == focusSympatheticProc)
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{
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float ProcChance, ProcBonus;
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int16 ProcRateMod = base1; //Baseline is 100 for most Sympathetic foci
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int32 cast_time = GetActSpellCasttime(spell_id, spells[spell_id].cast_time);
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GetSympatheticProcChances(ProcBonus, ProcChance, cast_time, ProcRateMod);
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//case SE_SympatheticProc:
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//{
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// if(type == focusSympatheticProc)
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// {
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// float ProcChance, ProcBonus;
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// int16 ProcRateMod = base1; //Baseline is 100 for most Sympathetic foci
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// int32 cast_time = GetActSpellCasttime(spell_id, spells[spell_id].cast_time);
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// GetSympatheticProcChances(ProcBonus, ProcChance, cast_time, ProcRateMod);
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if(zone->random.Real(0, 1) <= ProcChance)
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value = focus_id;
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// if(zone->random.Real(0, 1) <= ProcChance)
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// value = focus_id;
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else
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value = 0;
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}
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break;
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}*/
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// else
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// value = 0;
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// }
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// break;
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//}
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case SE_FcDamageAmt: {
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if(type == focusFcDamageAmt)
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value = base1;
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@ -5069,14 +5069,14 @@ void Bot::DoSpecialAttackDamage(Mob *who, EQEmu::skills::SkillType skill, int32
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CheckNumHitsRemaining(NumHit::OutgoingHitSuccess);
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//[AA Dragon Punch] value[0] = 100 for 25%, chance value[1] = skill
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/* if(aabonuses.SpecialAttackKBProc[0] && aabonuses.SpecialAttackKBProc[1] == skill){
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int kb_chance = 25;
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kb_chance += (kb_chance * (100 - aabonuses.SpecialAttackKBProc[0]) / 100);
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//if(aabonuses.SpecialAttackKBProc[0] && aabonuses.SpecialAttackKBProc[1] == skill){
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// int kb_chance = 25;
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// kb_chance += (kb_chance * (100 - aabonuses.SpecialAttackKBProc[0]) / 100);
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if (zone->random.Int(0, 99) < kb_chance)
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SpellFinished(904, who, 10, 0, -1, spells[904].ResistDiff);
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//who->Stun(100); Kayen: This effect does not stun on live, it only moves the NPC.
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}*/
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// if (zone->random.Int(0, 99) < kb_chance)
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// SpellFinished(904, who, 10, 0, -1, spells[904].ResistDiff);
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// //who->Stun(100); Kayen: This effect does not stun on live, it only moves the NPC.
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//}
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if (HasSkillProcs())
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TrySkillProc(who, skill, (ReuseTime * 1000));
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@ -7648,7 +7648,7 @@ void Bot::AddItemBonuses(const EQEmu::ItemInstance *inst, StatBonuses* newbon, b
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switch(item->BardType)
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{
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case 51: /* All (e.g. Singing Short Sword) */
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case EQEmu::item::ItemTypeAllInstrumentTypes: // (e.g. Singing Short Sword)
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{
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if(item->BardValue > newbon->singingMod)
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newbon->singingMod = item->BardValue;
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@ -7662,31 +7662,31 @@ void Bot::AddItemBonuses(const EQEmu::ItemInstance *inst, StatBonuses* newbon, b
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newbon->windMod = item->BardValue;
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break;
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}
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case 50: /* Singing */
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case EQEmu::item::ItemTypeSinging:
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{
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if(item->BardValue > newbon->singingMod)
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newbon->singingMod = item->BardValue;
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break;
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}
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case 23: /* Wind */
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case EQEmu::item::ItemTypeWindInstrument:
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{
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if(item->BardValue > newbon->windMod)
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newbon->windMod = item->BardValue;
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break;
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}
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case 24: /* stringed */
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case EQEmu::item::ItemTypeStringedInstrument:
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{
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if(item->BardValue > newbon->stringedMod)
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newbon->stringedMod = item->BardValue;
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break;
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}
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case 25: /* brass */
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case EQEmu::item::ItemTypeBrassInstrument:
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{
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if(item->BardValue > newbon->brassMod)
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newbon->brassMod = item->BardValue;
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break;
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}
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case 26: /* Percussion */
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case EQEmu::item::ItemTypePercussionInstrument:
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{
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if(item->BardValue > newbon->percussionMod)
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newbon->percussionMod = item->BardValue;
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@ -7768,10 +7768,10 @@ void Bot::CalcBotStats(bool showtext) {
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GetSkill(EQEmu::skills::SkillBrassInstruments), GetSkill(EQEmu::skills::SkillPercussionInstruments), GetSkill(EQEmu::skills::SkillSinging), GetSkill(EQEmu::skills::SkillStringedInstruments), GetSkill(EQEmu::skills::SkillWindInstruments));
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}
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/*if(this->Save())
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this->GetBotOwner()->CastToClient()->Message(0, "%s saved.", this->GetCleanName());
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else
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this->GetBotOwner()->CastToClient()->Message(13, "%s save failed!", this->GetCleanName());*/
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//if(this->Save())
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// this->GetBotOwner()->CastToClient()->Message(0, "%s saved.", this->GetCleanName());
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//else
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// this->GetBotOwner()->CastToClient()->Message(13, "%s save failed!", this->GetCleanName());
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CalcBonuses();
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